It has been 20 years after Guitar Hero hit the market across the Atlantic, providing players everywhere the means to feel like rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s lengthy instrumental break in front of a packed crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the display in time with a song. Each riff corresponded to specific notes, creating the feel of an authentic performance.
Harmonix had already experimented in the music genre before partnering with the publisher, which was purchased by Activision in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar franchise that had a significant impact on numerous musicians featured, introducing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the early financial challenges in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded all the music since the dollar figure prohibitive,” he explains. “Even with the necessary permissions alone, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, and record sales airtime were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many parents got in touch expressing gratitude for introducing their kids to the songs they adored. It became a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish group one featured act had their track in the 2008 release the popular installment. Guitarist the artist remembers the way the game revived older hits to the forefront: “The game offered a bigger, younger audience. Generally such music was considered outdated material, however once it got included in the game young people were finding it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the Answer’s first record remained unreleased in the US, so Guitar Hero was a key medium of discovery for the group during their a North American tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the band greater revenue compared to their records. It moved well over 500,000 copies upon release, and sales of Aerosmith’s music saw an increase significantly during an era when the music business faced decline.
The series still motivates nimble-fingered dedication among its fans. Earlier this year, a streamer achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive personalization features. This track is difficult enough on expert mode, not to mention performed at double speed and without missing every one of its near 4,000 notes. They stated it took nine months of practice.
“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a successful tour when their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label informing us that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it risked overshadow all other accomplishments. Recently, the track featured in promotional material for a major film. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – each person has a unique path in music and I'm pleased we played a role of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier promotion, be it for automobiles, clothes or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the creators believed there’s an instinctive urge to create songs, and they wanted to leverage innovation to allow people to participate”.
The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, except for a short-lived revival in 2015.
Games such as Clone Hero and newer releases have kept the scene active, and there’s set to be a new product from the founders on the way. Recently formed developers has begun production on its debut music game. The initial creators are both involved as special advisers. Are gamers prepared to welcome another game following the classic?
“We thought such titles might become similar to sports games where you can releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to continue for future fans.”