Marking 20 years since the legendary game first launched across the Atlantic, providing players everywhere the tools to become a rock star. Not in reality, but try telling that someone who's nailed the epic four-minute instrumental break in front of an enthusiastic living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the screen synchronized to the music. Each riff mimicked specific notes, producing the sensation of an authentic live show.
The studio previously experimented in the music genre prior to teaming up with RedOctane, later purchased by Activision in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable series which made a remarkable influence for many musicians featured, introducing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles in securing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced every song since the cost prohibitive,” he says. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game took off, and record sales and radio play were going up, all artists desired to participate.”
He adds: “One of the remarkable aspects was the number of parents reached out and thanked us for exposing their children to the music they loved. It became a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived classic rock back into vogue: “Guitar Hero offered a bigger, younger audience. Generally this had been seen as music that was past it, however when it was included in the title and teenagers discovered it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”
In 2008, the band's debut album was still unreleased in the US, so the game served as a primary platform of discovery for the group as they went on US tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and several knew us thanks to the game,” he notes.
Major Band Spin-offs Enduring Influence
Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and associated lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the band more money than any of their studio albums. It sold more than 500,000 units in its first week, and sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. The song is challenging enough on expert mode, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. They stated it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should use actual weapons and enlist,” says musician Herman Li.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors calling to tell me that our selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it threatened to overshadow everything else accomplishments. Last year, the song featured in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, be it for cars, clothes or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” he confirms. “The excitement of performing as a music icon in the spotlight. From day one, the co-founders believed humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to participate”.
Most installments were released in just a five-year period between 2005 and 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a short-lived revival several years later.
Games such as the fan project and Fortnite Festival have kept the community alive, with expectations of a new product from the original publisher in development. Recently formed developers has begun work on its debut music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?
“We thought such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist with new generations.”