Marking 20 years after Guitar Hero debuted across the Atlantic, giving everyday gamers the opportunity to become a rock star. Not in reality, though you'd be hard-pressed telling that someone who's nailed the epic four-minute instrumental break in front of an enthusiastic living-room audience.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the screen in time with the music. Each riff corresponded to specific notes, producing the feel of a genuine live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise which made a remarkable influence on numerous of the artists included, showcasing decades-old bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges in securing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded every song since the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game took off, album purchases airtime were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was the number of parents reached out expressing gratitude for introducing their children to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band one featured act included their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series revived classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Generally this had been seen as music that was past it, however when it was featured on the title and teenagers discovered it, abruptly it became trendy. This validated it, and got rid of the outdated label. It gave our catalog renewed popularity.”
In 2008, the band's first record remained not available stateside, so Guitar Hero was a key medium for exposure for the band as they went on US tour opening for the rock giants. “The roadies had on Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their records. It moved more than 500,000 copies in its first week, while demand for Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.
The series continues to inspire quick-handed dedication within the community. Earlier this year, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is challenging even in expert mode, let alone performed at double speed while hitting every one of its near 4,000 notes. They claimed it took months of practice of practice.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use actual weapons and go to war,” says DragonForce guitarist the artist.
The band previously wrapped up a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I remember our distributors informing us that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it risked overshadow everything else accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
The best marketing, be it for cars, apparel or video games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to use technology to allow people to do it”.
Most installments were released over a mere half-decade from 2005 to 2010, including derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments died down, except for a short-lived revival several years later.
Games like the fan project and Fortnite Festival have kept the scene active, with expectations of something from the original publisher in development. A new studio has begun work on its debut music game. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games might become like Madden where you can releases,” he remarks. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”