Marking 20 years since the legendary game debuted across the Atlantic, providing everyday gamers the tools to become rock legends. Not in reality, but try telling that anyone who has mastered the epic four-minute instrumental break before an enthusiastic living-room audience.
Developed by the developers, the game gave players a plastic guitar peripheral to follow on-screen cues moving along the screen in time with a song. Every sequence corresponded to specific notes, creating the feel of an authentic live show.
The studio had already tried its hand in the music genre prior to teaming up with the publisher, which was purchased by Activision in 2006. Collaboratively, they established the foundations for a surprising billion-dollar series which made a significant impact on numerous of the artists featured, introducing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded every song because the cost prohibitive,” he says. “Even with the publishing rights alone, it proved extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases airtime were going up, everyone wanted to participate.”
He adds: “One of the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their kids to the music they loved. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought older hits back into vogue: “The game offered a larger, younger audience. Generally this had been considered music that was past it, however when it was featured on the game and teenagers discovered it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”
In 2008, the band's first record was still not available in the US, so the game served as a primary platform for exposure for the group during their a North American tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Impact
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in dedicated game editions centered around their music collections and associated lore, visuals and legendary status. In the case of, the Aerosmith edition, it was said earned the band greater revenue than any of their records. It sold more than half a million copies upon release, while sales of Aerosmith’s music saw an increase significantly during an era when the music business faced decline.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive personalization features. This track is challenging even in expert mode, not to mention played at double speed while hitting every one of its near 4,000 notes. They stated requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up a real gun and go to war,” notes DragonForce guitarist the artist.
DragonForce previously wrapped up a profitable run before Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I recall the record label calling to tell me that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it has risked eclipsing everything else accomplishments. Recently, the track featured in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” he admits. “Should you just hear a single track, it’s totally cool – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
Top-tier promotion, be it for cars, apparel or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the creators felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to participate”.
Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, including spin-offs such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.
Titles like Clone Hero and newer releases have maintained the community active, and there’s expectations of a new product from the original publisher in development. Recently formed developers has entered 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 such titles might become like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. There’s no reason for it to persist for future fans.”