Marking two decades after the legendary game first launched across the Atlantic, offering everyday gamers the means to become a rock star. Not in reality, though you'd be hard-pressed telling that someone who has nailed the epic four-minute instrumental break in front of a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the screen in time with a song. Each riff corresponded to particular chords, creating the sensation of a genuine live show.
The studio had already experimented in the music genre before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Together, they laid the foundations for a surprising massively profitable franchise which made a remarkable influence on numerous of the artists featured, showcasing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many parents got in touch expressing gratitude for introducing their kids to the songs they loved. It evolved into a multigenerational thing.”
Classic Rock Finds a New Audience
Northern Irish group the Answer had their track in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series revived classic rock to the forefront: “Guitar Hero provided a bigger, new demographic. Generally this had been considered outdated material, however once it got included in the game and teenagers discovered it, suddenly it became trendy. That legitimised it, eliminating the outdated label. It provided our catalog renewed popularity.”
At that time, the band's first record was still unreleased in the US, meaning Guitar Hero was a key medium of discovery for the group during their US tour supporting AC/DC. “Their crew were playing the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Impact
Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on their music collections and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their studio albums. It moved well over half a million copies in its first week, while demand for Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. This track is challenging enough on expert mode, not to mention played at double speed and without missing a single one of its near 4,000 notes. The streamer claimed it took nine months of practice.
“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up a real gun and enlist,” notes musician the artist.
DragonForce previously completed a profitable run when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors informing us that our selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it risked overshadow everything else accomplishments. Last year, the track was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
Top-tier promotion, be it for automobiles, clothes or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were trying to create,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to allow people to do it”.
The majority installments came out in just a five-year period from 2005 to 2010, including spin-offs such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback several years later.
Games like the fan project and newer releases have kept the community active, and there’s set to be a new product from the original publisher in development. A new studio has begun production on its debut music game. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed such titles could be like Madden allowing annual releases,” he remarks. “There’s so much new music it could remain evergreen, thus I remain optimistic. It's entirely possible why it can’t persist with new generations.”