It has been two decades since the legendary game first launched across the Atlantic, offering everyday gamers the means to become rock legends. Not literally, but try telling that someone who's nailed the epic lengthy instrumental break in front of a packed crowd of friends.
Developed by the developers, the game provided users with a guitar-shaped controller to follow coloured notes moving along the display in time with the music. Every sequence mimicked specific notes, creating the sensation of a genuine performance.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar series that had a remarkable influence for many of the artists included, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles of licensing the songs – even though the first two games mostly used rerecorded tracks.
“We reproduced all the music since the cost was so high,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. But once the game became a hit, album purchases and radio play were going up, everyone wanted to be in.”
He adds: “Among the amazing things was the number of parents reached out and thanked us for introducing their children to the music they adored. It became an intergenerational thing.”
Classic Rock Finds Younger Fans
Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived classic rock back into vogue: “Guitar Hero offered a bigger, younger audience. Typically this had been seen as music that was past it, but then when it was featured on the game young people discovered it, suddenly it became trendy. That legitimised the genre, eliminating the outdated tag. It gave all our music renewed popularity.”
At that time, the band's debut album was still unreleased in the US, so the game was a key medium for exposure for the group as they went on US tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's heavyweight names 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 associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their studio albums. It moved more than 500,000 copies upon release, and demand for their songs saw an increase significantly during an era as the industry was already collapsing.
The series still motivates nimble-fingered dedication among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is challenging enough on expert mode, not to mention performed at increased tempo and without missing a single one of the thousands of cues. The streamer stated requiring months of practice of practice.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run when their hit was featured on Guitar Hero III, yet he explains it made them a household name. “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 on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it threatened to eclipsing all other the band has done. Last year, the song was used in a trailer for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact of a Iconic Controller
The best marketing, be it for cars, clothes or games, goes further mere transactions – it inspires a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the creators believed there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to do it”.
The majority of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Titles like the fan project and newer releases have kept the community alive, and there’s set to be something from the original publisher in development. Recently formed developers has entered production on its debut music game. Original co-founders are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?
“Our team believed such titles might become like Madden where you can releases,” Dornbrook says. “There’s so much new music it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to continue for future fans.”