It has been 20 years since the legendary game hit the market in North America, offering everyday gamers the opportunity to become a rock star. Figuratively speaking, but try convincing anyone who has mastered the epic four-minute guitar solo in front of an enthusiastic living-room audience.
Developed by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes moving along the display in time with the music. Each riff corresponded to particular chords, producing the sensation of a genuine live show.
Harmonix had already tried its hand with rhythm games before partnering with RedOctane, later purchased by Activision in 2006. Together, they laid the foundations for a surprising billion-dollar franchise that had a remarkable impact for many musicians included, introducing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the initial financial challenges in securing the recordings – despite the fact initial releases mostly used cover versions.
“We rerecorded every song since the cost was so high,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, album purchases airtime increased, all artists desired to be in.”
He continues: “Among the amazing things was how many parents reached out expressing gratitude for exposing their kids to the songs they loved. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought classic rock to the forefront: “The game offered a bigger, new demographic. Generally this had been seen as outdated material, but then when it was included in the title and teenagers discovered it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”
At that time, the band's debut album remained not available stateside, so the game served as a primary platform of discovery for the group as they went on a North American tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around their music collections and related lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue compared to their records. It sold more than 500,000 copies in its first week, and demand for their songs saw an increase of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. The song is difficult even in the hardest setting, let alone performed at double speed while hitting a single one of the thousands of cues. The streamer stated it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” says musician the artist.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I remember our distributors calling to tell me that our selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it threatened to overshadow all other accomplishments. Last year, the track featured in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I’m glad we played a role of people’s lives”.
The Lasting Legacy of a Plastic Guitar
Top-tier promotion, be it for automobiles, clothes or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. From day one, the co-founders felt that humans have a natural urge to make music, and they wanted to use technology to allow people to do it”.
Most installments were released in just a half-decade from 2005 to 2010, featuring spin-offs such as DJ Hero, including a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.
Games like Clone Hero and newer releases have maintained the scene alive, with set to be something from the original publisher in development. Recently formed developers has entered work on its debut music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought those games might become similar to sports games where you can releases,” he remarks. “With abundant fresh tracks that it could be evergreen, thus I remain optimistic. It's entirely possible for it to persist with new generations.”