It has been two decades after the legendary game debuted across the Atlantic, providing players everywhere the means to become a rock star. Figuratively speaking, but try telling that anyone who has nailed the epic lengthy guitar solo before a packed crowd of friends.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the display synchronized to a song. Each riff corresponded to specific notes, producing the feel of a genuine performance.
The studio previously tried its hand with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Together, they laid the groundwork for a surprising billion-dollar series which made a remarkable impact on numerous musicians featured, introducing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the early financial challenges in securing the recordings – even though initial releases mostly used cover versions.
“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the publishing rights alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. But once the game took off, album purchases and radio play increased, everyone wanted to be in.”
He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their kids to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls the way the game revived classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Typically such music was seen as outdated material, but then once it got included in the title and teenagers discovered it, abruptly it was cool. That legitimised it, and got rid of the outdated label. It gave our catalog renewed popularity.”
At that time, the band's debut album remained not available in the US, meaning Guitar Hero served as a primary platform of discovery for the band as they went on a North American tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and related lore, imagery and legendary status. For example, the Aerosmith edition, reportedly earned the band greater revenue than any of their studio albums. It moved more than half a million units upon release, while sales of their songs rose of up to 40% during an era when the music business faced decline.
The series still motivates nimble-fingered fanaticism among its fans. Recently, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. This track is challenging even in the hardest setting, not to mention performed at increased tempo and without missing a single one of the thousands of cues. The streamer stated it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you should use a real gun and enlist,” notes musician Herman Li.
DragonForce 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 remember our distributors calling to tell me that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it threatened to overshadow all other the band has done. Last year, the track was used in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, apparel or games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural urge to make music, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Games like the fan project and Fortnite Festival have kept the scene active, with set to be a new product from the original publisher in development. Recently formed developers has begun production on its debut music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry following the classic?
“We thought such titles could be like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”