It has been 20 years since the legendary game hit the market in North America, offering everyday gamers the means to become rock legends. Not literally, though you'd be hard-pressed telling that someone who has nailed the epic lengthy guitar solo before a packed crowd of friends.
Developed by Harmonix, the game gave players a plastic guitar peripheral to follow on-screen cues scrolling down the display in time with the music. Each riff mimicked 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, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable franchise which made a significant impact for many of the artists featured, showcasing classic bands to a new generation of younger players.
Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles of licensing the songs – even though the first two games mostly used cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were pretty convinced the project would flop. However, when the game became a hit, and record sales airtime increased, all artists desired to participate.”
He adds: “Among the amazing things was the number of mothers and fathers reached out and thanked us for exposing their kids to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish group one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers the way the game revived older hits back into vogue: “Guitar Hero provided a larger, younger audience. Generally this had been seen as music that was past it, but then once it got featured on the game young people were finding it, suddenly it became trendy. That legitimised it, and got rid of the outdated tag. It gave all our music a new life.”
At that time, the Answer’s first record was still not available stateside, so the game was a key medium for exposure for the group during their a North American tour opening for AC/DC. “Their crew were playing the song during travel, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly earned the group greater revenue than any of their records. It sold well over 500,000 copies in its first week, and sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. The song is challenging enough on the hardest setting, not to mention performed at double speed and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” notes musician Herman Li.
DragonForce previously 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 our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it has threatened to overshadow everything else the band has done. Last year, the track was used in a trailer for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Impact of a Plastic Guitar
The best marketing, be it for automobiles, apparel or games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a rock star on the stage. From day one, the co-founders believed humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring spin-offs like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Games like Clone Hero and newer releases have kept the community active, with expectations of something from the original publisher in development. A new studio has begun work on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed those games could be like Madden where you can update every year,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”