Marking two decades since the legendary game hit the market across the Atlantic, giving players everywhere the means to feel like rock legends. Not literally, though you'd be hard-pressed telling that anyone who has mastered the epic lengthy instrumental break in front of an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match coloured notes scrolling down the screen in time with the music. Every sequence mimicked particular chords, creating the feel of a genuine performance.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable franchise that had a remarkable impact on numerous of the artists featured, introducing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music because the cost was so high,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales and radio play increased, all artists desired to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they adored. It became an intergenerational thing.”
Timeless Music Finds Younger Fans
Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought older hits to the forefront: “The game offered a bigger, new demographic. Typically such music was considered music that was past it, however when it was included in the game young people were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave all our music renewed popularity.”
At that time, the Answer’s first record was still not available stateside, so Guitar Hero was a key medium of discovery for the band as they went on US tour opening for AC/DC. “Their crew had on Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Influence
Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on their music collections and related stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their records. It moved more than 500,000 units in its first week, and sales of their songs saw an increase of up to 40% during an era as the industry was already collapsing.
The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with similar gameplay 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 to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to pick up actual weapons and enlist,” notes musician the artist.
DragonForce previously wrapped up a profitable run 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 calling to tell me that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”
Indeed, the band's visibility via the game was so immense that it risked eclipsing all other accomplishments. Recently, the track featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only listen to a single track, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact from the Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or video games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the creators believed humans have a natural urge to make music, and they wanted to use technology to allow people to do it”.
Most installments were released in just a five-year period between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival in 2015.
Titles such as the fan project and Fortnite Festival have maintained the scene alive, with expectations of a new product from the founders in development. Recently formed developers has begun work on its debut music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game following the classic?
“Our team believed such titles might become similar to sports games where you can releases,” Dornbrook says. “With abundant new music that it could be evergreen, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”