It has been 20 years after the legendary game first launched in North America, giving everyday gamers the means to feel like a rock star. Figuratively speaking, but try telling that someone who's mastered the epic lengthy instrumental break before a packed living-room audience.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the display synchronized to a song. Every sequence mimicked particular chords, creating the sensation of an authentic performance.
The studio previously tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable franchise that had a significant impact for many musicians included, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges of licensing the songs – even though the first two games mostly used rerecorded tracks.
“We rerecorded every song since the cost was so high,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game took off, and record sales and radio play were going up, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many parents reached out and thanked us for introducing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought classic rock back into vogue: “The game offered a larger, new demographic. Typically this had been considered outdated material, however when it was included in the game and teenagers were finding it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”
At that time, the Answer’s first record was still not available stateside, meaning Guitar Hero was a key medium of discovery for the group as they went on a North American tour opening for AC/DC. “The roadies had on the song on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Impact
Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions centered around their music collections and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said to have made the group greater revenue compared to their studio albums. It moved well over 500,000 units upon release, while demand for Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.
The series still motivates quick-handed fanaticism within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. The song is challenging enough on expert mode, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. They stated it took months of practice of practice.
“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you should use a real gun and enlist,” notes musician the artist.
DragonForce had already completed a successful tour when their hit was featured in the third game, but Li says it turned them into widely recognized. “I recall the record label informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked overshadow all other accomplishments. Last year, the song featured in a trailer for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, whether it’s for automobiles, apparel or video games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Games like Clone Hero and newer releases have kept the scene alive, with set to be a new product 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 as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”