It has been 20 years since the legendary game debuted across the Atlantic, offering players everywhere the opportunity to feel like a rock star. Not literally, but try convincing anyone who's mastered the epic lengthy instrumental break in front of a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with the music. Every sequence mimicked particular chords, producing the feel of a genuine 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 foundations for a surprising massively profitable series that had a significant influence for many musicians included, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to be in.”
He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their children to the songs they adored. It became a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist the artist recalls how the series revived classic rock to the forefront: “Guitar Hero provided a larger, younger audience. Typically this had been considered music that was past it, but then when it was included in the game young people discovered it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated label. It gave our catalog a new life.”
At that time, the band's debut album was still not available in the US, so Guitar Hero was a key medium for exposure for the band as they went on a North American tour opening for the rock giants. “The roadies were playing the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Impact
Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and related lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band more money compared to their studio albums. It sold well over 500,000 units in its first week, while demand for Aerosmith’s music saw an increase significantly during an era when the music business faced decline.
The series continues to inspire nimble-fingered dedication among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. The song is difficult even in the hardest setting, not to mention played at double speed while hitting a single one of its near 4,000 notes. They stated it took nine months of practice.
“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up a real gun and go to war,” notes musician Herman Li.
DragonForce previously completed a successful tour when their hit was featured on Guitar Hero III, but Li says it made them a household name. “I remember our distributors calling to tell me that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing everything else the band has done. Last year, the track was used in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact of a Plastic Guitar
The best promotion, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and their goal was to use technology to allow people to participate”.
The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.
Titles like the fan project and Fortnite Festival have kept the scene alive, and there’s set to be something from the original publisher in development. A new studio has begun work on its debut music game. Original co-founders are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?
“We thought those games could be like Madden allowing annual update every year,” he remarks. “With abundant new music it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”