It has been two decades after the legendary game hit the market across the Atlantic, giving players everywhere the tools to become rock legends. Not in reality, but try convincing anyone who's mastered the epic lengthy instrumental break in front of a packed living-room audience.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the screen synchronized to a song. Each riff mimicked specific notes, creating the feel of an authentic live show.
The studio had already tried its hand with rhythm games before partnering with RedOctane, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely massively profitable series which made a remarkable influence for many musicians featured, showcasing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges in securing the recordings – despite the fact initial releases mostly used rerecorded tracks.
“We reproduced all the music since the cost was so high,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game became a hit, album purchases airtime were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was the number of parents reached out and thanked us for introducing their kids to the songs they loved. It became a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game revived classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Typically such music was seen as music that was past it, however once it got featured on the game and teenagers were finding it, suddenly it was cool. This validated the genre, and got rid of the outdated tag. It provided all our music renewed popularity.”
In 2008, the band's first record remained unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the band during their US tour supporting AC/DC. “The roadies were playing the song on the tour bus, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on their music collections and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group more money compared to their records. It moved more than half a million units in its first week, and sales of their songs saw an increase significantly during an era as the industry was already collapsing.
The series still motivates nimble-fingered dedication within the community. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with similar mechanics and extensive customisation options. This track is difficult even in expert mode, not to mention played at double speed while hitting a single one of the thousands of cues. The streamer stated requiring nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with other games, that doesn’t mean you should use actual weapons and go to war,” notes DragonForce guitarist the artist.
DragonForce had already completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label calling to tell me that we were selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it risked eclipsing all other the band has done. Last year, the track was used in a trailer for a major film. “In the past I felt differently, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – everyone’s got their own musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Impact of a Iconic Controller
Top-tier promotion, whether it’s for automobiles, apparel or video games, goes further than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the co-founders believed humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus on peripherals died down, aside from a brief comeback several years later.
Games such as Clone Hero and Fortnite Festival have kept the scene alive, with expectations of a new product from the founders in development. Recently formed developers has begun work on their first music game. The initial creators are participating in advisory roles. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games could be like Madden where you can update every year,” he remarks. “There’s so much new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”