Marking 20 years since the legendary game debuted across the Atlantic, offering players everywhere the opportunity to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who has mastered the epic lengthy instrumental break in front of a packed living-room audience.
Developed by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to a song. Each riff mimicked particular chords, creating the feel of a genuine performance.
Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable franchise which made a remarkable influence for many of the artists included, showcasing decades-old bands to millions of younger players.
A former executive, former COO from the developer, recalls the initial budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced every song because the cost was so high,” he explains. “Even with the necessary permissions by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. But once the game took off, album purchases and radio play increased, all artists desired to be in.”
He adds: “Among the amazing things was how many parents reached out and thanked us for exposing their children to the music they adored. It evolved into an intergenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band one featured act included their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series brought older hits back into vogue: “The game offered a larger, new demographic. Typically this had been considered outdated material, but then once it got featured on the game young people were finding it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the band's first record was still not available stateside, meaning Guitar Hero was a key medium for exposure for the group during their US tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the group greater revenue than any of their records. It moved well over 500,000 units in its first week, and sales of their songs saw an increase of up to 40% during an era when the music business was already collapsing.
The series still motivates nimble-fingered dedication within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is challenging enough on expert mode, let alone played at double speed while hitting every one of the thousands of cues. They stated requiring months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you ought to use actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce had already completed a successful tour before their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I recall our distributors calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before top acts at the event.”
Indeed, the band's visibility via the game proved so vast that it has risked overshadow all other accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “If you only hear a single track, that's fine – each person has their own path in music and I’m glad we played a role in fans' experiences”.
The Lasting Impact from the Iconic Controller
Top-tier promotion, be it for cars, clothes or video games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments died down, except for a short-lived revival in 2015.
Games such as the fan project and Fortnite Festival have kept the scene alive, and there’s set to be something from the original publisher on the way. A new studio has entered work on their first music game. Original co-founders are both involved in advisory roles. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“We thought those games might become like Madden allowing annual releases,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain hopeful. It's entirely possible for it to persist for future fans.”