It has been two decades since the legendary game first launched in North America, offering everyday gamers the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who's mastered the epic lengthy 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 on-screen cues scrolling down the display synchronized to the music. Every sequence mimicked particular chords, creating the feel of a genuine performance.
The studio had already tried its hand with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Together, they established the foundations for an unlikely massively profitable franchise which made a significant impact on numerous musicians included, introducing decades-old groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded all the music since the cost was so high,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game became a hit, and record sales airtime increased, all artists desired to participate.”
He adds: “One of the amazing things was the number of parents got in touch and thanked us for introducing their children to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series brought older hits to the forefront: “Guitar Hero offered a larger, younger audience. Typically this had been considered music that was past it, but then when it was featured on the title and teenagers were finding it, suddenly it was cool. This validated it, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”
At that time, the band's debut album was still unreleased in the US, so the game served as a primary platform for exposure for the group during their US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and some of them knew us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money compared to their studio albums. It moved well over 500,000 copies upon release, while demand for their songs rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive personalization features. This track is challenging even in the hardest setting, let alone performed at double speed while hitting every one of the thousands of cues. The streamer claimed it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you should use a real gun and enlist,” says musician the artist.
DragonForce previously completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors informing us that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to overshadow everything else accomplishments. Last year, the song was used in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Impact from the Plastic Guitar
The best marketing, be it for automobiles, apparel or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the creators believed there’s an instinctive urge to create songs, and they wanted to leverage innovation to allow people to do it”.
Most installments were released in just a five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, except for a short-lived revival several years later.
Games like the fan project and Fortnite Festival have maintained the scene active, and there’s expectations of a new product from the founders in development. A new studio has begun work on their first music game. The initial creators are both involved as special advisers. Is the world ready to embrace another game following the classic?
“We thought those games could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music that it could be evergreen, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”