It has been two decades after the legendary game debuted across the Atlantic, giving players everywhere the opportunity to become rock legends. Not literally, though you'd be hard-pressed convincing anyone who has mastered the epic four-minute instrumental break in front of an enthusiastic living-room audience.
Developed by the developers, the game provided users with a guitar-shaped controller to match coloured notes scrolling down the display in time with a song. Every sequence mimicked specific notes, creating the feel of a genuine live show.
The studio had already tried its hand in the music genre prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising massively profitable franchise which made a remarkable impact for many musicians featured, introducing decades-old bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced every song because the cost prohibitive,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game took off, album purchases airtime were going up, everyone wanted to participate.”
He adds: “One of the amazing things was how many mothers and fathers reached out and thanked us for exposing their kids to the songs they adored. It became a multigenerational thing.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game brought classic rock to the forefront: “The game offered a larger, younger audience. Typically this had been seen as music that was past it, but then when it was featured on the title and teenagers were finding it, abruptly it became trendy. This validated it, and got rid of the outdated tag. It provided all our music renewed popularity.”
At that time, the band's first record remained unreleased stateside, so Guitar Hero served as a primary platform of discovery for the band during their a North American tour supporting the rock giants. “Their crew had on Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their records. It sold more than half a million copies upon release, while sales of their songs rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. This track is difficult enough on the hardest setting, let alone played at increased tempo while hitting a single one of the thousands of cues. They stated requiring months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you should pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it made them a household name. “I recall the record label informing us that our records were moving like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked overshadow everything else the band has done. Recently, the song featured in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy from the Iconic Controller
Top-tier promotion, be it for cars, apparel or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.
The majority installments came out in just a half-decade from 2005 to 2010, featuring spin-offs like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have kept the scene active, with expectations of a new product from the original publisher on the way. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed such titles could be similar to sports games where you can releases,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”