It has been two decades after the legendary game first launched across the Atlantic, giving everyday gamers the means to become rock legends. Not literally, but try convincing anyone who has mastered the epic lengthy guitar solo before an enthusiastic living-room audience.
Created by the developers, the game gave players a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to the music. Each riff corresponded to specific notes, producing the feel of a genuine performance.
The studio had already tried its hand in the music genre prior to teaming up with RedOctane, later acquired by Activision in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar series which made a remarkable influence for many of the artists included, introducing decades-old bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced every song because the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game took off, and record sales and radio play increased, all artists desired to participate.”
He adds: “One of the amazing things was how many parents got in touch and thanked us for introducing their children to the music they adored. It became an intergenerational thing.”
Timeless Music Gains a New Audience
Northern Irish group the Answer had their track in the 2008 release the popular installment. Guitarist the artist recalls the way the game revived classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Typically this had been considered outdated material, but then once it got included in the game young people discovered it, abruptly it became trendy. This validated the genre, and got rid of the outdated label. It provided our catalog a new life.”
In 2008, the Answer’s first record was still not available stateside, so Guitar Hero served as a primary platform of discovery for the group during their US tour opening for AC/DC. “Their crew had on the song on the tour bus, and several recognized us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Influence
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions centered around each band’s catalogue and associated stories, visuals and legendary status. For example, the Aerosmith edition, it was said earned the band more money than any of their studio albums. It sold well over 500,000 copies upon release, and sales of their songs saw an increase significantly at a time when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer achieved an impressive attempt 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 similar gameplay but an array of customisation options. This track is difficult even in the hardest setting, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should use a real gun and go to war,” notes musician the artist.
The band had already wrapped up a profitable run when their hit was featured in the third game, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that our selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing everything else accomplishments. Recently, the song was used in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “If you only hear a single track, that's fine – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact of a Iconic Controller
Top-tier marketing, whether it’s for automobiles, apparel or games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to participate”.
The majority installments were released in just a half-decade from 2005 to 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Games like Clone Hero and newer releases have maintained the scene alive, and there’s set to be something from the founders on the way. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?
“Our team believed those games could be like Madden allowing annual update every year,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”