It has been 20 years after the legendary game hit the market across the Atlantic, giving players everywhere the means to feel like a rock star. Figuratively speaking, but try telling that someone who's nailed the epic lengthy guitar solo in front of a packed crowd of friends.
Developed by the developers, the game gave players a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to the music. Every sequence mimicked specific notes, creating the feel of an authentic performance.
Harmonix previously experimented with rhythm games before partnering with RedOctane, which was purchased by the gaming giant in 2006. Together, they laid the foundations for an unlikely massively profitable franchise that had a remarkable impact on numerous musicians included, showcasing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the songs – despite the fact initial releases primarily featured cover versions.
“We reproduced every song because the dollar figure was so high,” he explains. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to participate.”
He adds: “One of the remarkable aspects was the number of parents reached out expressing gratitude for introducing their kids to the songs they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group one featured act had their track in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series revived classic rock to the forefront: “Guitar Hero provided a larger, younger audience. Typically such music was considered music that was past it, but then once it got included in the game and teenagers were finding it, abruptly it became trendy. This validated it, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the band's debut album was still not available in the US, so Guitar Hero served as a primary platform of discovery for the band as they went on a North American tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on their music collections and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their studio albums. It moved more than half a million copies upon release, and demand for Aerosmith’s music saw an increase significantly at a time as the industry faced decline.
The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. This track is difficult even in expert mode, let alone played at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you should use actual weapons and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously completed a profitable run when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label informing us that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we performed just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow everything else accomplishments. Last year, the track was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to a single track, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
Top-tier marketing, whether it’s for automobiles, clothes or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a rock star in the spotlight. From day one, the creators believed humans have a natural urge to create songs, and they wanted to use technology to allow people to participate”.
Most installments were released in just a five-year period from 2005 to 2010, including derivative titles like the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.
Games such as the fan project and newer releases have maintained the scene active, and there’s set to be a new product from the founders in development. A new studio has entered work on their first music game. Original co-founders are both involved as special advisers. Is the world ready to embrace another game following the classic?
“Our team believed such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”