Marking 20 years after the legendary game hit the market in North America, giving everyday gamers the opportunity to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who's nailed the epic lengthy guitar solo before a packed living-room audience.
Developed by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the display in time with the music. Each riff mimicked specific notes, creating the feel of an authentic live show.
The studio had already tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising massively profitable series which made a remarkable impact for many of the artists included, introducing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded every song since the cost was so high,” he says. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero took off, and record sales airtime were going up, all artists desired to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers reached out expressing gratitude for introducing their children to the music they adored. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series brought classic rock back into vogue: “The game provided a larger, new demographic. Typically this had been considered outdated material, but then when it was featured on the title and teenagers discovered it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”
At that time, the Answer’s first record was still not available stateside, so Guitar Hero was a key medium for exposure for the group during their US tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It moved more than 500,000 units in its first week, and demand for Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.
The series still motivates nimble-fingered fanaticism within the community. Recently, an online personality completed an impressive attempt featuring the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with similar gameplay but an array of personalization features. This track is challenging even in expert mode, not to mention played at double speed and without missing a single one of the thousands of cues. The streamer stated requiring nine months of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” notes musician the artist.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it has risked overshadow everything else the band has done. Recently, the song was used in a trailer for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has a unique musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
Top-tier promotion, whether it’s for automobiles, apparel or games, goes further than selling something – it inspires a desire. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to allow people to do it”.
The majority 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 turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback several years later.
Titles like Clone Hero and Fortnite Festival have maintained the scene alive, with expectations of a new product from the original publisher in development. A new studio has begun work on its debut music game. The initial creators are participating as special advisers. Is the world ready to embrace another game following the classic?
“We thought such titles could be like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist for future fans.”