It has been 20 years after the legendary game first launched across the Atlantic, giving everyday gamers the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed telling that someone who has mastered the epic four-minute instrumental break before a packed living-room audience.
Developed by the developers, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the display in time with a song. Every sequence mimicked specific notes, creating the feel of an authentic performance.
Harmonix previously experimented in the music genre before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they established the foundations for an unlikely billion-dollar series that had a significant influence on numerous musicians included, introducing classic bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the songs – despite the fact the first two games mostly used cover versions.
“We reproduced every song since the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure bands like the Who – the publisher 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 and radio play were going up, everyone wanted to be in.”
He adds: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their children to the music they adored. It became an intergenerational thing.”
Timeless Music Gains a New Audience
Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Generally this had been considered music that was past it, however once it got featured on the title young people were finding it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the Answer’s first record was still not available stateside, so the game was a key medium for exposure for the band as they went on a North American tour opening for AC/DC. “Their crew had on Never Too Late during travel, and some of them knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Impact
Music's heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and related lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the group greater revenue compared to their studio albums. It moved well over half a million units upon release, while sales of their songs saw an increase significantly at a time as the industry was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. This track is challenging even in the hardest setting, let alone played at increased tempo while hitting every one of the thousands of cues. The streamer stated requiring months of practice of practice.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you ought to pick up actual weapons and enlist,” notes musician Herman Li.
The band previously wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors informing us that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it risked eclipsing all other accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has their own path in music and I’m glad we played a role in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
The best marketing, whether it’s for cars, clothes or video games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
The majority installments were released over a mere half-decade from 2005 to 2010, including derivative titles such as the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have maintained the community alive, and there’s expectations of a new product from the founders in development. A new studio has entered work on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought such titles could be like Madden allowing annual releases,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to persist with new generations.”