It has been 20 years since the legendary game hit the market in North America, providing players everywhere the means to feel like a rock star. Not in reality, though you'd be hard-pressed convincing anyone who has mastered the epic lengthy instrumental break before an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the display in time with a song. Every sequence mimicked particular chords, creating the sensation of a genuine live show.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, which was purchased by Activision during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar series that had a significant impact on numerous of the artists included, introducing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded 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 bands like the Who – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game took off, album purchases airtime increased, all artists desired to be in.”
He adds: “One of the remarkable aspects was the number of parents reached out expressing gratitude for exposing their children to the songs they adored. It evolved into an intergenerational thing.”
Classic Rock Finds a New Audience
Irish blues-rock band the Answer included their track in the 2008 release the popular installment. Lead musician Paul Mahon remembers the way the game revived older hits to the forefront: “The game provided a bigger, younger audience. Generally such music was considered outdated material, however once it got featured on the game young people were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
In 2008, the Answer’s debut album remained not available in the US, so the game was a key medium for exposure for the band during their US tour supporting AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and related stories, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the group greater revenue than any of their records. It moved more than half a million units upon release, while sales of their songs saw an increase of up to 40% during an era when the music business faced decline.
The series continues to inspire quick-handed fanaticism within the community. Recently, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. This track is difficult enough on the hardest setting, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. They stated it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you should pick up a real gun and enlist,” says musician Herman Li.
DragonForce had already completed a profitable run before their hit was featured on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility via the game proved so vast that it has threatened to eclipsing everything else the band has done. Recently, the track was used in a trailer for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the creators felt that humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to participate”.
Most installments came out in just a five-year period from 2005 to 2010, including derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Games such as the fan project and newer releases have kept the community alive, and there’s expectations of something from the original publisher on the way. A new studio has begun work on their first music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought such titles might become like Madden allowing annual releases,” Dornbrook says. “There’s so much new music it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t continue for future fans.”