It has been 20 years since the legendary game hit the market across the Atlantic, giving everyday gamers the means to feel like rock legends. Not literally, but try convincing someone who has mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Created by the developers, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to the music. Each riff corresponded to particular chords, creating the sensation of an authentic performance.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise that had a remarkable impact on numerous of the artists included, showcasing decades-old groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the recordings – even though initial releases primarily featured cover versions.
“We reproduced every song since the cost was so high,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game became a hit, and record sales and radio play were going up, all artists desired to be in.”
He adds: “One of the remarkable aspects was the number of parents reached out and thanked us for exposing their children to the songs they loved. It became a multigenerational thing.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Typically such music was considered outdated material, but then when it was included in the game and teenagers were finding it, suddenly it was cool. This validated it, eliminating the ‘dad rock’ label. It provided all our music a new life.”
At that time, the band's debut album remained not available in the US, meaning the game served as a primary platform for exposure for the band as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their studio albums. It sold more than half a million units upon release, while demand for their songs rose of up to 40% at a time when the music business was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of personalization features. The song is challenging enough on expert mode, let alone played at increased tempo and without missing every one of the thousands of cues. They claimed it took nine months of practice.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
The band previously completed a successful tour when their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I recall the record label informing us that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing everything else accomplishments. Recently, the track was used in promotional material for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Iconic Controller
The best promotion, whether it’s for cars, clothes or video games, goes further than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the co-founders believed there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to participate”.
The majority installments were released over a mere half-decade from 2005 to 2010, featuring spin-offs like the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, aside from a brief comeback several years later.
Titles like Clone Hero and Fortnite Festival have kept the community alive, and there’s expectations of a new product from the founders on the way. A new studio has begun work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become like Madden where you can update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain optimistic. There’s no reason why it can’t persist with new generations.”