It has been 20 years after the legendary game debuted in North America, giving everyday gamers the tools to feel like a rock star. Figuratively speaking, but try telling that someone who's mastered the epic four-minute guitar solo before a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the screen in time with a song. Each riff mimicked specific notes, producing the feel of a genuine performance.
The studio previously tried its hand with rhythm games before partnering with RedOctane, later purchased by the gaming giant in 2006. Together, they established the foundations for a surprising massively profitable series which made a remarkable impact on numerous musicians featured, showcasing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early financial challenges of licensing the recordings – despite the fact initial releases primarily featured cover versions.
“We reproduced every song since the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game took off, and record sales and radio play increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many parents reached out expressing gratitude for exposing their children to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish group one featured act had Never Too Late in the 2008 release the popular installment. Lead musician the artist recalls the way the game brought classic rock back into vogue: “Guitar Hero provided a larger, new demographic. Typically such music was considered music that was past it, however when it was included in the game young people discovered it, abruptly it was cool. This validated the genre, eliminating the outdated tag. It gave all our music a new life.”
At that time, the band's debut album remained unreleased in the US, so the game was a key medium of discovery for the group during their a North American tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their records. 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 dedication within the community. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is challenging even in the hardest setting, let alone performed at increased tempo while hitting a single one of the thousands of cues. The streamer claimed it took nine months of practice.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you ought to use a real gun and go to war,” notes musician the artist.
The band previously completed a profitable run when Through the Fire and Flames appeared in the third game, but Li says it turned them into widely recognized. “I recall the record label informing us that our records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing just before top acts at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow all other the band has done. Recently, the song featured in promotional material for a major film. “Previously I felt differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
The best marketing, be it for automobiles, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. From day one, the creators felt that humans have a natural human desire to create songs, and they wanted to use technology to allow people to participate”.
Most installments were released over a mere half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.
Games such as Clone Hero and Fortnite Festival have kept the community active, with expectations of a new product from the original publisher in development. Recently formed developers has entered work on its debut rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?
“We thought those games might become like Madden allowing annual update every year,” he remarks. “There’s so much new music that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t persist with new generations.”