Marking 20 years since the legendary game first launched across the Atlantic, providing players everywhere the opportunity to become rock legends. Not literally, though you'd be hard-pressed convincing someone who's nailed the epic four-minute instrumental break in front of a packed crowd of friends.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes moving along the display in time with a song. Every sequence mimicked specific notes, creating the feel of a genuine live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, which was purchased by Activision in 2006. Together, they laid the foundations for a surprising billion-dollar series which made a significant impact for many musicians included, showcasing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song since the dollar figure was so high,” he says. “Despite having the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as the Who – the publisher had virtually no money, and we were pretty convinced the project would flop. However, when Guitar Hero took off, album purchases and radio play increased, everyone wanted to participate.”
He continues: “One of the amazing things was the number of parents got in touch expressing gratitude for introducing their kids to the music they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought older hits to the forefront: “Guitar Hero provided a larger, younger audience. Typically this had been considered outdated material, however once it got included in the title young people discovered it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It provided our catalog renewed popularity.”
In 2008, the band's debut album was still unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the band during their 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.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around their music collections and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the group greater revenue than any of their studio albums. It sold more than half a million copies upon release, and sales of Aerosmith’s music rose significantly at a time as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. This track is difficult even in expert mode, let alone performed at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run when their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I recall the record label calling to tell me that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
In fact, the band's visibility via the game proved so vast that it has risked eclipsing everything else accomplishments. Last year, the track was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact of a Iconic Controller
The best marketing, be it for cars, apparel or video games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. Since the beginning, the creators felt that there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Games such as the fan project and newer releases have maintained the community alive, and there’s set to be something from the original publisher on the way. Recently formed developers has entered production on its debut music game. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought those games might become like Madden where you can releases,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”