Marking two decades since the legendary game hit the market in North America, providing everyday gamers the means to feel like rock legends. Figuratively speaking, but try telling that anyone who's mastered Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.
Created by the developers, the game gave players a guitar-shaped controller to follow on-screen cues moving along the display in time with a song. Every sequence corresponded to particular chords, producing the feel of an authentic performance.
Harmonix previously tried its hand with rhythm games before partnering with the publisher, later purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely billion-dollar franchise that had a significant influence on numerous musicians included, introducing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges in securing the songs – despite the fact initial releases primarily featured cover versions.
“We rerecorded all the music since the cost prohibitive,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero took off, and record sales airtime increased, all artists desired to be in.”
He adds: “One of the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their kids to the songs they loved. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series brought classic rock to the forefront: “The game offered a larger, younger audience. Generally such music was seen as music that was past it, but then when it was included in the game young people discovered it, suddenly it became trendy. That legitimised it, eliminating the outdated tag. It provided all our music renewed popularity.”
In 2008, the Answer’s first record remained unreleased stateside, so the game was a key medium of discovery for the group during their US tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the group more money than any of their records. It moved more than half a million units upon release, and sales of Aerosmith’s music rose significantly during an era as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, an online personality completed an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of personalization features. The song is challenging even in the hardest setting, not to mention performed at double speed and without missing every one of the thousands of cues. They stated requiring nine months of practice.
“The game offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run before their hit appeared in the third game, yet he explains it made them a household name. “I recall the record label calling to tell me that our records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to eclipsing all other the band has done. Last year, the track featured in a trailer 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 – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
Enduring Impact of a Iconic Controller
The best marketing, whether it’s for cars, apparel or video games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the creators felt that there’s an instinctive human desire to make music, and their goal was to leverage innovation to allow people to do it”.
The majority installments were released over a mere half-decade between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Games like Clone Hero and newer releases have kept the community alive, and there’s expectations of a new product from the founders in development. Recently formed developers has begun production on its debut music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome another game following the classic?
“We thought those games might become like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”