It has been two decades since the legendary game debuted in North America, providing players everywhere the means to become rock legends. Not in reality, but try convincing someone who has mastered the epic four-minute guitar solo before an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the display in time with a song. Every sequence corresponded to particular chords, producing the feel of a genuine performance.
The studio previously tried its hand with rhythm games before partnering with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the foundations for a surprising billion-dollar franchise which made a remarkable influence on numerous of the artists included, introducing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song because the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game took off, and record sales and radio play were going up, everyone wanted to be in.”
He adds: “Among the amazing things was the number of parents reached out and thanked us for introducing their children to the music they adored. It became a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game revived older hits back into vogue: “The game offered a larger, new demographic. Generally this had been seen as music that was past it, however when it was featured on the game young people discovered it, suddenly it was cool. This validated the genre, and got rid of the outdated tag. It gave all our music renewed popularity.”
In 2008, the band's first record was still unreleased in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band more money than any of their records. It moved more than half a million units upon release, and sales of their songs saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem made popular by the game – using a fan-made version, a freeware game with almost identical gameplay 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 the thousands of cues. The streamer claimed requiring months of practice to accomplish.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you should pick up a real gun and enlist,” notes musician the artist.
The band previously completed a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it made them a household name. “I recall the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow all other accomplishments. Last year, the track was used in promotional material 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 their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy from the Plastic Guitar
Top-tier marketing, be it for cars, apparel or video games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the creators felt that there’s an instinctive human desire to make music, and their goal was to leverage innovation to allow people to do it”.
Most installments were released in just a five-year period from 2005 to 2010, including derivative titles such as the DJ version, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a brief comeback several years later.
Titles such as Clone Hero and newer releases have maintained the scene alive, with expectations of something from the original publisher in development. Recently formed developers has entered work 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 the classic?
“Our team believed those games could be like Madden where you can update every year,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”