It has been two decades since the legendary game first launched in North America, giving players everywhere the tools to become a rock star. Figuratively speaking, but try convincing someone who's nailed Free Bird’s four-minute instrumental break before an enthusiastic crowd of friends.
Developed by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to a song. Every sequence corresponded to particular chords, creating the sensation of a genuine live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, later purchased by Activision in 2006. Together, they laid the groundwork for a surprising massively profitable series which made a remarkable impact on numerous of the artists included, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the initial budgetary hurdles in securing the songs – despite the fact the first two games 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 bands like the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when the game took off, and record sales and radio play were going up, all artists desired to be in.”
He continues: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for exposing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish group one featured act had their track in the 2008 release the popular installment. Lead musician the artist remembers the way the game brought older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Generally this had been seen as music that was past it, but then when it was featured on the title young people were finding it, abruptly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the Answer’s first record was still unreleased stateside, meaning Guitar Hero was a key medium of discovery for the band as they went on US tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It moved well over half a million units in its first week, while demand for Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is difficult even in expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with other games, that doesn’t mean you ought to use a real gun and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run when their hit was featured on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label informing us that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to overshadow all other accomplishments. 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 listen to a single track, that's fine – everyone’s got a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
The best marketing, be it for automobiles, clothes or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the creators felt that humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to participate”.
Most installments were released over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals died down, aside from a brief comeback several years later.
Titles like the fan project and newer releases have kept the scene active, with expectations of a new product from the founders on the way. Recently formed developers has entered work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome a new entry following the classic?
“Our team believed such titles might become like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”