It has been two decades after Guitar Hero debuted in North America, giving everyday gamers the opportunity to become a rock star. Figuratively speaking, but try convincing anyone who has mastered the epic four-minute instrumental break before a packed living-room audience.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues scrolling down the display in time with a song. Every sequence mimicked specific notes, producing the feel of an authentic live show.
The studio previously experimented with rhythm games before partnering with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar series that had a significant influence on numerous musicians featured, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – even though initial releases primarily featured rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he explains. “Even with the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. However, when the game took off, and record sales and radio play were going up, everyone wanted to participate.”
He adds: “One of the remarkable aspects was how many parents got in touch expressing gratitude for exposing their children to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Finds a New Audience
Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game brought older hits back into vogue: “The game provided a bigger, new demographic. Typically such music was considered music that was past it, however when it was included in the title young people were finding it, abruptly it was cool. This validated it, and got rid of the outdated label. It gave all our music renewed popularity.”
At that time, the band's debut album was still not available stateside, meaning the game served as a primary platform for exposure for the band as they went on US tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Major Band Titles and Lasting Influence
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue than any of their records. It moved more than half a million units in its first week, while sales of their songs rose significantly at a time when the music business faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. This track is difficult enough on the hardest setting, not to mention performed at increased tempo and without missing a single one of the thousands of cues. They stated it took nine months of practice.
“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you ought to use actual weapons and enlist,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run when Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I recall the record label informing us that our selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing all other accomplishments. Recently, the song featured in a trailer for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, that's fine – everyone’s got their own musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Legacy of a Iconic Controller
The best promotion, whether it’s for automobiles, clothes or games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the creators believed humans have a natural urge to create songs, and their goal was to use technology to allow people to participate”.
The majority installments came out over a mere five-year period from 2005 to 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival in 2015.
Games like Clone Hero and newer releases have maintained the scene active, and there’s set to be something from the founders on the way. Recently formed developers has begun work on its debut music game. The initial creators are participating as special advisers. Are gamers ready to embrace another game following the classic?
“Our team believed such titles might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”