It has been 20 years after Guitar Hero first launched across the Atlantic, offering everyday gamers the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who's nailed Free Bird’s four-minute instrumental break before a packed crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the screen in time with the music. Each riff mimicked specific notes, creating the sensation of an authentic performance.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable series that had a remarkable influence for many of the artists included, showcasing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced every song since the cost was so high,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game took off, album purchases airtime increased, all artists desired to participate.”
He continues: “Among the remarkable aspects was the number of parents got in touch and thanked us for exposing their kids to the songs they loved. It evolved into a multigenerational thing.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived older hits back into vogue: “The game provided a bigger, younger audience. Typically such music was seen as music that was past it, but then when it was featured on the game young people discovered it, abruptly it became trendy. This validated it, and got rid of the outdated tag. It gave all our music renewed popularity.”
In 2008, the band's debut album was still unreleased in the US, so the game served as a primary platform of discovery for the band as they went on a North American tour supporting AC/DC. “Their crew had on Never Too Late during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and associated lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group more money than any of their studio albums. It sold well over 500,000 units in its first week, while demand for their songs rose significantly during an era as the industry was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is difficult even in expert mode, let alone played at increased tempo and without missing a single one of its near 4,000 notes. They stated it took nine months to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band previously completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I recall our distributors informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it risked eclipsing everything else the band has done. Recently, the song was used in a trailer for a major film. “In the past I felt differently, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Plastic Guitar
The best promotion, be it for cars, apparel or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the creators believed humans have a natural urge to create songs, and they wanted to use technology to enable everyone to participate”.
The majority installments were released in just a five-year period from 2005 to 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback several years later.
Titles such as Clone Hero and newer releases have maintained the community active, and there’s set to be a new product from the founders on the way. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?
“We thought such titles could be like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”