It has been 20 years since the legendary game hit the market in North America, providing players everywhere the tools to become a rock star. Figuratively speaking, but try telling that someone who has nailed the epic four-minute instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to the music. Each riff corresponded to specific notes, creating the feel of a genuine performance.
Harmonix previously experimented with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise which made a remarkable impact for many of the artists featured, introducing decades-old bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. But once the game took off, and record sales and radio play were going up, everyone wanted to be in.”
He continues: “One of the remarkable aspects was how many parents reached out and thanked us for exposing their children to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits back into vogue: “The game provided a bigger, new demographic. Generally such music was seen as outdated material, however when it was featured on the title young people discovered it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the Answer’s first record remained unreleased in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour opening for AC/DC. “The roadies were playing the song on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Influence
Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and related stories, visuals and legendary status. For example, the Aerosmith edition, reportedly to have made the group more money than any of their studio albums. It sold more than half a million units upon release, and demand for Aerosmith’s music saw an increase significantly at a time when the music business faced decline.
The series continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. This track is difficult even in expert mode, not to mention performed at increased tempo while hitting every one of its near 4,000 notes. They claimed it took nine months of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should use a real gun and enlist,” notes musician the artist.
DragonForce had already completed a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing all other accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” Li says. “If you only hear one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
Top-tier promotion, be it for cars, clothes or games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the creators felt that humans have a natural human desire to make music, and they wanted to use technology to enable everyone to participate”.
The majority installments were released in just a five-year period between 2005 and 2010, featuring spin-offs like 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 short-lived revival in 2015.
Titles like Clone Hero 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 their first music game. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?
“Our team believed those games could be like Madden where you can releases,” Dornbrook says. “With abundant new music that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue with new generations.”