It has been two decades since the legendary game first launched across the Atlantic, providing players everywhere the tools to feel like a rock star. Not literally, but try convincing anyone who has nailed the epic four-minute guitar solo in front of an enthusiastic crowd of friends.
Developed by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the display in time with a song. Each riff mimicked specific notes, creating the feel of a genuine performance.
Harmonix had already experimented in the music genre before partnering with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar series which made a remarkable impact on numerous musicians included, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced all the music since the cost prohibitive,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. But once Guitar Hero took off, and record sales and radio play increased, all artists desired to be in.”
He continues: “One of the amazing things was the number of parents reached out and thanked us for exposing their children to the music they adored. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Generally this had been seen as outdated material, but then once it got featured on the title young people were finding it, suddenly it was cool. This validated the genre, and got rid of the outdated tag. It gave all our music renewed popularity.”
In 2008, the Answer’s first record remained unreleased stateside, meaning the game served as a primary platform of discovery for the band during their a North American tour opening for the rock giants. “The roadies had on the song during travel, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions that focused on their music collections and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, reportedly earned the band greater revenue than any of their studio albums. It sold more than half a million units upon release, while sales of Aerosmith’s music saw an increase significantly at a time when the music business faced decline.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with similar gameplay and extensive customisation options. The song is challenging even in expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. They claimed it took nine months to accomplish.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you should use a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce had already wrapped up a successful tour before Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I remember our distributors informing us that we were records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow everything else accomplishments. Recently, the song was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has a unique path in music and I’m glad we’ve been part of people’s lives”.
Enduring Impact from the Iconic Controller
The best promotion, whether it’s for cars, apparel or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the co-founders believed there’s an instinctive urge to make music, and they wanted to use technology to allow people to do it”.
The majority installments were released in just a five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, aside from a short-lived revival several years later.
Titles such as the fan project and newer releases have maintained the scene active, and there’s set to be something from the founders in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry following Guitar Hero?
“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”