It has been 20 years after the legendary game hit the market in North America, offering everyday gamers the tools to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who has nailed Free Bird’s four-minute instrumental break before a packed crowd of friends.
Developed by Harmonix, the game gave players a guitar-shaped controller to follow coloured notes moving along the screen synchronized to a song. Every sequence mimicked specific notes, creating the feel of an authentic performance.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a remarkable impact on numerous of the artists included, showcasing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls 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 prohibitive,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. However, when Guitar Hero took off, and record sales and radio play increased, all artists desired to participate.”
He adds: “Among the amazing things was the number of parents got in touch and thanked us for introducing their kids to the songs they adored. It became a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls how the series brought older hits to the forefront: “Guitar Hero offered a larger, new demographic. Typically this had been seen as outdated material, but then once it got included in the title and teenagers were finding it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”
At that time, the band's first record was still not available in the US, so Guitar Hero was a key medium for exposure for the group during their US tour opening for AC/DC. “The roadies were playing the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Influence
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on each band’s catalogue and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their studio albums. It sold well over half a million copies in its first week, while demand for Aerosmith’s music saw an increase of up to 40% during an era as the industry was already collapsing.
Guitar Hero still motivates quick-handed dedication within the community. Recently, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. This track is difficult even in the hardest setting, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.
“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” says musician the artist.
The band previously wrapped up a profitable run before their hit appeared in the third game, but Li says it turned them into a household name. “I remember our distributors calling to tell me that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it risked overshadow all other the band has done. Last year, the track featured in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “If you only hear 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”.
The Lasting Impact from the Plastic Guitar
The best promotion, be it for automobiles, apparel or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a rock star on the stage. Since the beginning, the creators believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a brief comeback in 2015.
Titles like Clone Hero and Fortnite Festival have maintained the scene alive, with set to be a new product from the founders on the way. Recently formed developers has entered production on its debut music game. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”