It has been two decades after the legendary game hit the market across the Atlantic, providing everyday gamers the opportunity to feel like a rock star. Not in reality, but try telling that someone who has mastered the epic four-minute instrumental break in front of a packed living-room audience.
Created by the developers, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to a song. Every sequence corresponded to particular chords, producing the feel of a genuine performance.
The studio had already tried its hand in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar series that had a remarkable impact for many of the artists included, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges in securing the songs – even though initial releases primarily featured cover versions.
“We rerecorded all the music because the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when Guitar Hero took off, album purchases and radio play were going up, all artists desired to be in.”
He continues: “One of the remarkable aspects was how many parents got in touch expressing gratitude for introducing their children to the music they loved. It evolved into an intergenerational thing.”
Classic Rock Gains Younger Fans
Irish group one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought older hits to the forefront: “The game offered a larger, younger audience. Generally this had been seen as outdated material, but then when it was featured on the title and teenagers were finding it, suddenly it was cool. That legitimised the genre, and got rid of the outdated label. It gave all our music a new life.”
In 2008, the Answer’s first record remained unreleased in the US, so Guitar Hero was a key medium for exposure for the group during their US tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s biggest acts soon took advantage of the series’ popularity, including bands like 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, reportedly earned the group greater revenue than any of their records. It sold more than 500,000 copies upon release, and demand for Aerosmith’s music rose significantly at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive personalization features. The song is challenging enough on expert mode, let alone played at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated requiring months of practice of practice.
“The game offers a, imaginary experience. Just as with other games, it doesn't imply you ought to use a real gun and enlist,” says musician the artist.
The band had already completed a profitable run when their hit was featured in the third game, but Li says it made them widely recognized. “I recall our distributors calling to tell me that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it threatened to overshadow everything else the band has done. Recently, the song was used in promotional material for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I’m glad we played a role of people’s lives”.
Enduring Legacy of a Plastic Guitar
The best promotion, be it for cars, apparel or video games, goes further than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including spin-offs like the DJ version, complete with a turntable controller, 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 Fortnite Festival have kept the community alive, and there’s set to be a new product from the original publisher in development. Recently formed developers has entered production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?
“We thought those games could be similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”