It has been two decades since the legendary game hit the market across the Atlantic, giving players everywhere the means to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who's mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with a song. Each riff mimicked specific notes, producing the feel of a genuine performance.
Harmonix had already tried its hand in the music genre prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable franchise that had a significant impact on numerous musicians included, showcasing classic groups to millions of younger players.
A former executive, former COO from the developer, recalls the early financial challenges in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced all the music because the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure bands like legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero took off, and record sales and radio play increased, everyone wanted to be in.”
He continues: “Among the amazing things was how many mothers and fathers reached out and thanked us for introducing their children to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish group the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls the way the game revived classic rock back into vogue: “The game offered a larger, new demographic. Typically this had been seen as outdated material, but then when it was included in the title young people discovered it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the Answer’s first record remained not available stateside, meaning Guitar Hero was a key medium for exposure for the group during their a North American tour opening for AC/DC. “Their crew were playing the song during travel, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on each band’s catalogue and associated lore, imagery and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue than any of their records. It sold more than half a million copies upon release, and sales of Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.
The series still motivates nimble-fingered dedication within the community. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult enough on the hardest setting, not to mention performed at increased tempo while hitting every one of its near 4,000 notes. They claimed it took months of practice to accomplish.
“The game offers a, fantasy thing. If you play other games, it doesn't imply you ought to use actual weapons and enlist,” says DragonForce guitarist the artist.
The band had already wrapped up 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 our records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow everything else the band has done. Recently, the track featured in promotional material for a major film. “Previously I felt differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – each person has a unique musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, 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. Since the beginning, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to do it”.
The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, aside from a brief comeback several years later.
Titles such as the fan project and newer releases have maintained the scene active, with expectations of a new product from the original publisher on the way. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“We thought such titles might become like Madden where you can update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue for future fans.”