Marking two decades since the legendary game hit the market across the Atlantic, providing everyday gamers the means to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s lengthy guitar solo before a packed crowd of friends.
Created by the developers, the game provided users with a guitar-shaped controller to follow coloured notes moving along the display in time with a song. Each riff corresponded to particular chords, creating the sensation of an authentic performance.
Harmonix previously experimented with rhythm games before partnering with the publisher, which was purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable franchise which made a significant impact for many of the artists included, introducing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the songs – despite the fact the first two games primarily featured cover versions.
“We reproduced every song because the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it was nearly impossible. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero became a hit, and record sales and radio play increased, all artists desired to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their children to the music they adored. It became a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish blues-rock band the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived classic rock back into vogue: “The game provided a bigger, new demographic. Typically such music was seen as outdated material, however once it got included in the game and teenagers were finding it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”
In 2008, the Answer’s first record remained not available in the US, so Guitar Hero served as a primary platform of discovery for the group during their a North American tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around their music collections and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their records. It sold more than 500,000 units upon release, and sales of Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.
The series still motivates nimble-fingered fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. The song is challenging 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 of practice.
“The game offers a, imaginary experience. If you play other games, it doesn't imply you should pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a profitable run when their hit was featured in the third game, yet he explains it made them widely recognized. “I remember our distributors informing us that we were selling albums rapidly,” he says. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow all other accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has a unique musical journey and I’m glad we played a role of people’s lives”.
Enduring Legacy from the Plastic Guitar
Top-tier marketing, be it for cars, apparel or games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the creators felt that there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to participate”.
The majority installments came out in just a half-decade from 2005 to 2010, including spin-offs such as DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Games such as Clone Hero and Fortnite Festival have maintained the scene alive, and there’s expectations of something from the founders in development. A new studio has entered production on its debut music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual releases,” he remarks. “With abundant new music it could remain evergreen, thus I remain optimistic. It's entirely possible for it to persist with new generations.”