It has been 20 years after Guitar Hero first launched in North America, giving everyday gamers the means to feel like rock legends. Figuratively speaking, but try telling that anyone who has nailed Free Bird’s four-minute guitar solo in front of an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to a song. Every sequence mimicked particular chords, creating the sensation of a genuine live show.
Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, which was acquired by Activision during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable franchise that had a remarkable impact for many of the artists included, showcasing decades-old bands to a new generation of younger players.
A former executive, former COO from the developer, recalls the initial financial challenges in securing the recordings – even though initial releases mostly used cover versions.
“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game took off, album purchases airtime increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their kids to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Irish group one featured act included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game revived classic rock back into vogue: “The game offered a bigger, new demographic. Generally such music was seen as outdated material, however once it got included in the game and teenagers were finding it, abruptly it became trendy. This validated it, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the Answer’s debut album remained unreleased in the US, so the game served as a primary platform for exposure for the band during their a North American tour supporting the rock giants. “The roadies were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and related lore, visuals and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue compared to their records. It moved well over half a million units in its first week, while demand for Aerosmith’s music rose significantly during an era as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. The song is challenging even in the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They claimed it took nine months of practice.
“The game is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up a real gun and go to war,” says musician Herman Li.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label calling to tell me that our selling albums like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it has threatened to eclipsing everything else the band has done. Recently, the song featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy from the Iconic Controller
The best promotion, be it for automobiles, apparel or games, goes further than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to allow people to participate”.
The majority installments came out over a mere half-decade from 2005 to 2010, including spin-offs such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.
Games such as Clone Hero and newer releases have kept the community active, with set to be something from the original publisher in development. Recently formed developers has begun production on its debut music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games could be like Madden allowing annual update every year,” he remarks. “With abundant new music it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”