Marking two decades since the legendary game hit the market in North America, offering everyday gamers the means to become rock legends. Not literally, but try telling that someone who has mastered the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by the developers, the game provided users with a plastic guitar peripheral to match coloured notes moving along the display in time with the music. Each riff mimicked particular chords, producing the feel of an authentic live show.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a significant influence on numerous musicians featured, showcasing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the initial financial challenges of licensing the recordings – even though the first two games mostly used rerecorded tracks.
“We reproduced every song since the cost was so high,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero took off, and record sales airtime were going up, everyone wanted to be in.”
He continues: “Among the remarkable aspects was how many parents reached out expressing gratitude for exposing their kids to the songs they adored. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls the way the game revived older hits back into vogue: “The game provided a bigger, younger audience. Typically such music was seen as outdated material, however when it was included in the title young people discovered it, abruptly it was cool. This validated the genre, eliminating the outdated tag. It gave our catalog a new life.”
At that time, the Answer’s debut album was still not available in the US, meaning Guitar Hero was a key medium for exposure for the group as they went on a North American tour opening for the rock giants. “Their crew had on the song during travel, and several recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and related stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their studio albums. It sold more than half a million units upon release, and sales of Aerosmith’s music rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality achieved 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 no-cost alternative with almost identical gameplay and extensive personalization features. The song is challenging enough on expert mode, not to mention played at increased tempo while hitting a single one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” says DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to eclipsing everything else accomplishments. Last year, the song featured in a trailer for a major film. “Previously I felt differently, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy of a Iconic Controller
The best marketing, whether it’s for cars, clothes or video games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators felt that there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.
The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Games like Clone Hero and Fortnite Festival have kept the community active, and there’s set to be a new product from the founders in development. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?
“Our team believed those games could be similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”