Marking two decades since the legendary game first launched in North America, giving players everywhere the tools to feel like rock legends. Not in reality, though you'd be hard-pressed telling that someone who's nailed Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the display in time with the music. Every sequence mimicked specific notes, creating the sensation of an authentic live show.
Harmonix had already experimented with rhythm games before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable series which made a remarkable impact for many of the artists included, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the songs – despite the fact initial releases mostly used cover versions.
“We reproduced all the music since the dollar figure was so high,” he explains. “Despite having the necessary permissions alone, it was nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were fairly certain it would fail. But once the game took off, and record sales and radio play increased, all artists desired to be in.”
He adds: “Among the remarkable aspects was how many parents reached out and thanked us for exposing their children to the songs they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Lead musician the artist remembers how the series revived classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Generally such music was considered outdated material, however once it got featured on the title young people discovered it, suddenly it was cool. That legitimised it, eliminating the outdated label. It gave our catalog renewed popularity.”
In 2008, the Answer’s first record was still not available stateside, so the game was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and associated stories, imagery and legendary status. In the case of, the Aerosmith edition, it was said to have made the group more money compared to their studio albums. It moved well over 500,000 copies upon release, and sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business faced decline.
The series still motivates quick-handed fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics but an array of personalization features. This track is challenging enough on expert mode, not to mention performed at double speed while hitting every one of the thousands of cues. They stated requiring nine months to accomplish.
“The game is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and go to war,” says musician the artist.
DragonForce previously wrapped up a profitable run when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it risked overshadow all other accomplishments. Recently, the song featured in a trailer for a major film. “Previously I thought differently, but now I accept it,” Li says. “Should you just hear a single track, that's fine – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact of a Plastic Guitar
The best marketing, whether it’s for automobiles, apparel or games, goes further mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” he confirms. “The excitement of being a rock star on the stage. From day one, the creators felt that there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival in 2015.
Games like Clone Hero and newer releases have maintained the scene active, with set to be a new product from the founders on the way. A new studio has entered work on its debut music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?
“Our team believed those games could be like Madden allowing annual releases,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist with new generations.”