It has been two decades after the legendary game hit the market across the Atlantic, giving players everywhere the means to become rock legends. Not literally, though you'd be hard-pressed telling that anyone who has nailed the epic four-minute instrumental break in front of an enthusiastic living-room audience.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with a song. Each riff mimicked specific notes, creating the sensation of an authentic live show.
The studio had already tried its hand in the music genre prior to teaming up with the publisher, which was acquired by Activision during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable series which made a remarkable impact on numerous musicians featured, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges in securing the recordings – even though the first two games mostly used rerecorded tracks.
“We rerecorded every song since the dollar figure was so high,” he says. “Even with the publishing rights alone, it proved extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when Guitar Hero took off, and record sales and radio play increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was the number of parents reached out expressing gratitude for introducing their children to the music they loved. It evolved into a multigenerational thing.”
Classic Rock Gains a New Audience
Irish group one featured act included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero offered a larger, younger audience. Generally such music was considered music that was past it, but then once it got featured on the title young people discovered it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
At that time, the band's debut album was still unreleased stateside, meaning the game was a key medium of discovery for the group as they went on a North American tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their studio albums. It sold well over 500,000 copies in its first week, and sales of their songs saw an increase significantly at a time as the industry faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult even in the hardest setting, let alone played at double speed and without missing a single one of the thousands of cues. They claimed requiring months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to pick up a real gun and enlist,” says musician the artist.
DragonForce previously wrapped up a profitable run when their hit appeared in the third game, but Li says it turned them into widely recognized. “I recall our distributors calling to tell me that our selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow everything else the band has done. Recently, the song featured in promotional material for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
The best marketing, be it for cars, apparel or games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural urge to make music, and their goal was to use technology to enable everyone to do it”.
Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, except for a short-lived revival several years later.
Titles like the fan project and Fortnite Festival have kept the scene active, with set to be a new product from the original publisher on the way. A new studio has entered production on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?
“Our team believed such titles might become similar to sports games allowing annual releases,” 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 with new generations.”