Marking 20 years since the legendary game first launched across the Atlantic, offering everyday gamers the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's mastered the epic lengthy guitar solo in front of an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match on-screen cues scrolling down the display in time with the music. Each riff corresponded to particular chords, producing the feel of an authentic performance.
Harmonix had already tried its hand with rhythm games before partnering with RedOctane, later purchased by Activision in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar series that had a significant influence on numerous of the artists included, introducing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We rerecorded every song since the cost was so high,” he explains. “Despite having the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. However, when the game became a hit, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their children to the songs they loved. It became a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series revived classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Typically this had been considered music that was past it, but then when it was included in the title and teenagers discovered it, suddenly it was cool. This validated the genre, eliminating the outdated label. It provided our catalog a new life.”
In 2008, the Answer’s first record was still unreleased in the US, meaning the game was a key medium for exposure for the group as they went on US tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and several knew us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Impact
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group greater revenue compared to their records. It sold well over half a million units upon release, and sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. The song is challenging even in expert mode, not to mention played at double speed and without missing a single one of its near 4,000 notes. The streamer stated it took nine months of practice.
“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” notes musician the artist.
The band previously completed a profitable run before Through the Fire and Flames appeared in the third game, but Li says it made them widely recognized. “I remember our distributors calling to tell me that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it threatened to eclipsing all other the band has done. Last year, the song featured in a trailer for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “If you only hear a single track, that's fine – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
Top-tier promotion, be it for cars, apparel or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the creators felt that there’s an instinctive urge to make music, and they wanted to use technology to allow people to do it”.
The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, except for a brief comeback in 2015.
Games like the fan project and newer releases have maintained the scene alive, and there’s set to be something from the original publisher on the way. Recently formed developers has entered production on its debut music game. The initial creators are participating as special advisers. Is the world ready to embrace another game in the spirit of the classic?
“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”