Marking 20 years since the legendary game hit the market in North America, offering everyday gamers the opportunity to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who has nailed Free Bird’s four-minute guitar solo in front of a packed living-room audience.
Developed by the developers, the game provided users with a plastic guitar peripheral to match coloured notes moving along the display synchronized to the music. Every sequence mimicked particular chords, creating the sensation of a genuine performance.
Harmonix had already experimented with rhythm games before partnering with the publisher, later acquired by Activision during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar series that had a remarkable influence for many of the artists included, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the songs – even though initial releases primarily featured rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero became a hit, album purchases airtime increased, all artists desired to participate.”
He continues: “One of the remarkable aspects was how many parents got in touch and thanked us for introducing their children to the music they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game revived older hits to the forefront: “Guitar Hero provided a larger, younger audience. Generally this had been seen as outdated material, however when it was included in the game young people discovered it, suddenly it became trendy. This validated it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
In 2008, the Answer’s debut album was still not available stateside, so the game was a key medium of discovery for the band during their a North American tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their records. It moved well over 500,000 copies in its first week, and demand for their songs rose of up to 40% at a time as the industry faced decline.
Guitar Hero still motivates quick-handed fanaticism among its fans. Recently, a streamer completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. This track is challenging enough on expert mode, let alone performed at double speed while hitting a single one of the thousands of cues. They claimed it took months of practice of practice.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” notes musician Herman Li.
DragonForce previously completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I recall our distributors informing us that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing everything else accomplishments. Recently, the song featured in a trailer for a major film. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to a single track, it’s totally cool – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, whether it’s for automobiles, clothes or video games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the creators believed humans have a natural human desire to make music, and their goal was to use technology to allow people to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles like the DJ version, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival in 2015.
Games like the fan project and newer releases have kept the community alive, with expectations of a new product from the founders on the way. A new studio has entered production on their first music game. Original co-founders are participating in advisory roles. Is the world ready to embrace another game in the spirit of Guitar Hero?
“Our team believed such titles might become like Madden where you can releases,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t persist with new generations.”