Marking two decades after Guitar Hero hit the market in North America, offering players everywhere the opportunity to become rock legends. Figuratively speaking, but try convincing someone who has mastered the epic lengthy guitar solo in front of an enthusiastic living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the screen in time with the music. Each riff mimicked particular chords, creating the sensation of an authentic performance.
Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Collaboratively, they established the foundations for an unlikely billion-dollar franchise which made a significant influence on numerous of the artists included, showcasing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges in securing the recordings – even though initial releases primarily featured rerecorded tracks.
“We reproduced all the music since the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero became a hit, and record sales airtime were going up, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for introducing their children to the music they loved. It became an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release the popular installment. Lead musician the artist recalls the way the game brought older hits back into vogue: “The game offered a larger, new demographic. Generally such music was considered outdated material, however once it got included in the title and teenagers discovered it, abruptly it was cool. That legitimised the genre, eliminating the outdated tag. It provided all our music a new life.”
In 2008, the Answer’s debut album remained not available in the US, meaning Guitar Hero was a key medium for exposure for the band during their US tour supporting the rock giants. “The roadies had on the song during travel, and some of them recognized 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 others starring in dedicated spin-off titles centered around their music collections and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue compared to their studio albums. It sold well over 500,000 copies upon release, while sales of Aerosmith’s music rose significantly at a time as the industry was already collapsing.
Guitar Hero still motivates quick-handed fanaticism among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with similar gameplay but an array of personalization features. This track is challenging enough on expert mode, not to mention played at double speed while hitting a single one of its near 4,000 notes. The streamer stated requiring months of practice of practice.
“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to use a real gun and enlist,” notes DragonForce guitarist the artist.
DragonForce previously wrapped up a profitable run before their hit appeared in the third game, but Li says it turned them into a household name. “I recall our distributors calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it threatened to eclipsing all other the band has done. Last year, the song was used in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we played a role of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier promotion, whether it’s for cars, clothes or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most installments were released in just a five-year period from 2005 to 2010, including spin-offs like DJ Hero, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.
Titles such as the fan project and newer releases have maintained the scene active, with expectations of a new product from the founders in development. A new studio has entered work on their first music game. The initial creators are participating in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“We thought such titles might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”