It has been 20 years since the legendary game first launched in North America, offering players everywhere the opportunity to become rock legends. Not literally, though you'd be hard-pressed convincing anyone who has mastered the epic lengthy instrumental break before an enthusiastic crowd of friends.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes moving along the display synchronized to a song. Every sequence mimicked specific notes, producing the feel of an authentic live show.
The studio previously tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely billion-dollar franchise which made a remarkable impact on numerous musicians featured, showcasing classic groups to millions of younger players.
A former executive, former COO from the developer, recalls the early budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get bands like the Who – the publisher had virtually no money, and we were fairly certain it would fail. However, when the game took off, and record sales and radio play increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was how many parents got in touch expressing gratitude for exposing their kids to the songs they adored. It became a multigenerational thing.”
Timeless Music Gains a New Audience
Northern Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived older hits back into vogue: “Guitar Hero offered a larger, younger audience. Generally this had been considered outdated material, however once it got featured on the title and teenagers discovered it, abruptly it became trendy. That legitimised the genre, eliminating the outdated label. It provided our catalog a new life.”
In 2008, the band's debut album remained unreleased in the US, so Guitar Hero was a key medium for exposure for the group as they went on a North American tour opening for AC/DC. “Their crew had on the song on the tour bus, and some of them knew us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and related stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money compared to their records. It moved more than half a million units upon release, and demand for Aerosmith’s music rose of up to 40% during an era when the music business faced decline.
The series still motivates nimble-fingered fanaticism within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with similar gameplay and extensive customisation options. This track is challenging enough on the hardest setting, let alone performed at double speed and without missing every one of the thousands of cues. They claimed it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band had already completed a profitable run before their hit was featured in the third game, but Li says it turned them into widely recognized. “I recall the record label informing us that we were 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, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing all other the band has done. Recently, the track featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
Top-tier marketing, whether it’s for automobiles, clothes or video games, goes further than selling something – it inspires a longing. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the creators believed humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.
Most installments came out in just a five-year period from 2005 to 2010, including derivative titles like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Titles such as the fan project and Fortnite Festival have kept the scene active, with expectations of something from the original publisher in development. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought such titles could be like Madden where you can update every year,” he remarks. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”