Marking 20 years since the legendary game first launched in North America, giving everyday gamers the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who has mastered the epic four-minute guitar solo in front of a packed crowd of friends.
Created by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Every sequence corresponded to specific notes, producing the sensation of a genuine live show.
Harmonix had already tried its hand in the music genre prior to teaming up with the publisher, later purchased by Activision in 2006. Together, they established the groundwork for a surprising billion-dollar franchise that had a remarkable influence for many musicians featured, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, recalls the early financial challenges in securing the songs – despite the fact the first two games primarily featured cover versions.
“We rerecorded every song since the cost was so high,” he explains. “Even with the publishing rights alone, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when Guitar Hero took off, album purchases airtime were going up, everyone wanted to be in.”
He adds: “One of the remarkable aspects was how many parents reached out and thanked us for exposing their children to the songs they adored. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls the way the game revived classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Generally this had been seen as music that was past it, but then when it was featured on the game young people were finding it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It gave our catalog renewed popularity.”
At that time, the band's first record was still unreleased stateside, so Guitar Hero served as a primary platform for exposure for the band during their a North American tour opening for the rock giants. “Their crew were playing the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and related lore, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the group more money than any of their studio albums. It sold more than 500,000 units in its first week, while sales of Aerosmith’s music saw an increase significantly during an era as the industry faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Recently, an online personality achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar mechanics 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 claimed requiring months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to use a real gun and go to war,” says DragonForce guitarist the artist.
DragonForce had already wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked overshadow everything else accomplishments. Last year, the track was used in a trailer for a major film. “In the past I felt differently, but now I accept it,” he admits. “Should you just listen to a single track, that's fine – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
The best marketing, be it for cars, clothes or video games, goes further 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 performing as a rock star on the stage. From day one, the creators believed there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to participate”.
Most installments came out over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.
Games such as Clone Hero and newer releases have maintained the scene active, with set to be something from the founders in development. A new studio has entered production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game following the classic?
“Our team believed those games could be similar to sports games allowing annual releases,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain hopeful. There’s no reason for it to persist with new generations.”