Marking 20 years after Guitar Hero hit the market across the Atlantic, giving players everywhere the opportunity to become rock legends. Not literally, but try telling that someone who has mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the display in time with a song. Each riff mimicked particular chords, creating the feel of a genuine live show.
Harmonix had already experimented with rhythm games before partnering with RedOctane, which was purchased by Activision in 2006. Together, they laid the foundations for an unlikely massively profitable series which made a significant impact on numerous musicians included, introducing classic groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the recordings – despite the fact the first two games primarily featured cover versions.
“We rerecorded every song since the cost was so high,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to be in.”
He adds: “Among the remarkable aspects was the number of parents reached out and thanked us for exposing their kids to the music they loved. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act included their track in the 2008 release the popular installment. Guitarist the artist recalls how the series brought classic rock back into vogue: “The game provided a bigger, new demographic. Typically this had been seen as outdated material, however when it was featured on the game and teenagers discovered it, abruptly it was cool. This validated it, eliminating the outdated tag. It provided all our music renewed popularity.”
In 2008, the band's first record was still not available stateside, meaning Guitar Hero was a key medium for exposure for the group during their a North American tour opening for AC/DC. “Their crew had on Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their studio albums. It moved more than 500,000 copies in its first week, while sales of their songs saw an increase significantly during an era as the industry faced decline.
The series continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. This track is difficult even in the hardest setting, not to mention played at double speed and without missing a single one of the thousands of cues. They stated requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you ought to pick up actual weapons and enlist,” notes musician the artist.
The band previously wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it has risked overshadow all other the band has done. Last year, the song featured in a trailer for Despicable Me 4. “Previously I thought 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 their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy from the Plastic Guitar
Top-tier marketing, be it for automobiles, clothes or games, goes further mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a music icon on the stage. From day one, the creators felt that humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, aside from a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have kept the community active, with expectations of a new product from the original publisher in development. A new studio has begun work on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace another game following Guitar Hero?
“Our team believed such titles could be like Madden where you can update every year,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”