It has been 20 years since the legendary game first launched across the Atlantic, offering everyday gamers the means to become rock legends. Figuratively speaking, but try telling that someone who's nailed the epic four-minute instrumental break in front of a packed living-room audience.
Developed by the developers, the game provided users with a guitar-shaped controller to match on-screen cues moving along the display in time with a song. Each riff mimicked specific notes, creating the sensation of an authentic live show.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for a surprising billion-dollar series that had a significant impact for many musicians included, showcasing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges in securing the recordings – even though initial releases primarily featured rerecorded tracks.
“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game took off, album purchases airtime increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the music they adored. It became an intergenerational thing.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series revived older hits back into vogue: “Guitar Hero offered a larger, new demographic. Generally such music was seen as music that was past it, but then once it got featured on the game young people discovered it, abruptly it was cool. That legitimised the genre, and got rid of the outdated label. It gave our catalog a new life.”
In 2008, the band's first record remained unreleased in the US, meaning Guitar Hero was a key medium for exposure for the band during their a North American tour supporting the rock giants. “The roadies were playing the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on their music collections and associated lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group more money compared to their studio albums. It sold well over half a million copies in its first week, and sales of their songs saw an increase of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed 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 made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. The song is difficult enough on the hardest setting, let alone played at double speed and without missing every one of the thousands of cues. The streamer claimed requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you should pick up a real gun and go to war,” notes DragonForce guitarist the artist.
The band previously completed a profitable run before their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label informing us that our selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else accomplishments. Last year, the song featured in promotional material for a major film. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – each person has a unique musical journey and I’m glad we played a role of people’s lives”.
The Lasting Impact of a Plastic Guitar
The best promotion, whether it’s for automobiles, apparel or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to create songs, and their goal was to use technology to allow people to do it”.
Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring spin-offs like the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, except for a short-lived revival several years later.
Games like the fan project and newer releases have maintained the community alive, and there’s set to be something from the original publisher on the way. A new studio has begun work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game following the classic?
“Our team believed those games could be similar to sports games where you can releases,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue with new generations.”