Marking 20 years since the legendary game hit the market across the Atlantic, providing players everywhere the opportunity to feel like a rock star. Not in reality, but try telling that someone who has mastered the epic lengthy instrumental break in front of an enthusiastic living-room audience.
Created by the developers, the game gave players a guitar-shaped controller to follow coloured notes scrolling down the display in time with the music. Every sequence corresponded to specific notes, creating the sensation of a genuine live show.
Harmonix had already experimented in the music genre prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising billion-dollar franchise which made a remarkable influence for many of the artists featured, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the early financial challenges of licensing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song because the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. But once the game became a hit, album purchases airtime were going up, everyone wanted to be in.”
He adds: “One of the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their kids to the music they adored. It became a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Irish blues-rock band one featured act included their track on the 2008 game the popular installment. Lead musician the artist recalls how the series revived classic rock to the forefront: “The game provided a larger, new demographic. Typically this had been considered music that was past it, but then once it got featured on the title and teenagers were finding it, suddenly it became trendy. This validated it, eliminating the outdated label. It gave all our music renewed popularity.”
In 2008, the band's first record remained unreleased stateside, meaning the game served as a primary platform for exposure for the band during their a North American tour supporting AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Influence
Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and related lore, visuals and legendary status. For example, the Aerosmith edition, it was said earned the group greater revenue than any of their studio albums. It sold well over 500,000 copies upon release, and sales of their songs rose significantly at a time as the industry was already collapsing.
The series continues to inspire nimble-fingered dedication among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. The song is difficult enough on the hardest setting, not to mention performed at double speed while hitting a single one of the thousands of cues. They stated it took months of practice of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should use a real gun and enlist,” says DragonForce guitarist the artist.
The band had already completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I remember the record label informing us that we were records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing all other the band has done. Recently, the track was used in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has a unique path in music and I’m glad we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
The best promotion, whether it’s for cars, clothes or video games, extends beyond than selling something – it inspires a longing. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including derivative titles like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Titles such as Clone Hero and newer releases have kept the community active, with expectations of something from the founders in development. A new studio has begun work on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”