Marking 20 years since Guitar Hero debuted across the Atlantic, providing players everywhere the opportunity to become a rock star. Figuratively speaking, but try convincing someone who has mastered the epic lengthy guitar solo in front of a packed living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to a song. Each riff mimicked particular chords, creating the feel of a genuine live show.
Harmonix previously experimented in the music genre before partnering with the publisher, which was acquired by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising massively profitable series that had a significant impact on numerous musicians featured, showcasing classic bands to a new generation of younger players.
A former executive, former COO from the developer, recalls the early financial challenges in securing the songs – even though the first two games primarily featured rerecorded tracks.
“We reproduced every song because the dollar figure prohibitive,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game became a hit, and record sales airtime increased, all artists desired to be in.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It became an intergenerational thing.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Lead musician the artist recalls the way the game brought classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Typically such music was considered outdated material, but then once it got featured on the title young people were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated label. It provided our catalog a new life.”
At that time, the Answer’s debut album was still unreleased stateside, so the game was a key medium for exposure for the group during their US tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Impact
Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band greater revenue than any of their studio albums. It moved more than 500,000 copies upon release, and sales of their songs rose of up to 40% at a time as the industry was already collapsing.
Guitar Hero still motivates quick-handed fanaticism among its fans. Recently, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive personalization features. This track is challenging enough on the hardest setting, not to mention played at increased tempo and without missing every one of its near 4,000 notes. They claimed it took nine months to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce previously completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors calling to tell me that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it threatened to eclipsing everything else the band has done. Recently, the track featured in promotional material for a major film. “In the past I felt differently, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
The best promotion, be it for automobiles, clothes or video games, goes further mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the creators felt that humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to do it”.
The majority installments came out over a mere five-year period between 2005 and 2010, including derivative titles like the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a brief comeback several years later.
Titles like the fan project and newer releases have kept the community active, with expectations of a new product from the original publisher on the way. Recently formed developers has begun production on their first rhythm-based title. The initial creators are participating as special advisers. Is the world ready to embrace a new entry following the classic?
“We thought such titles could be like Madden allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”