It has been 20 years after the legendary game debuted in North America, providing everyday gamers the opportunity to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who's nailed the epic lengthy guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, the game gave players a plastic guitar peripheral to match coloured notes moving along the screen synchronized to the music. Every sequence corresponded to particular chords, creating the sensation of a genuine performance.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for a surprising massively profitable series which made a remarkable impact for many of the artists included, showcasing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles of licensing the recordings – despite the fact initial releases mostly used cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game took off, and record sales airtime were going up, everyone wanted to participate.”
He adds: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their children to the songs they adored. It evolved into an intergenerational thing.”
Timeless Music Gains Younger Fans
Irish group one featured act included their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Generally this had been considered music that was past it, but then once it got included in the title young people discovered it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”
At that time, the Answer’s debut album remained not available in the US, so Guitar Hero served as a primary platform for exposure for the band during their a North American tour opening for AC/DC. “Their crew had on the song during travel, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the band more money than any of their studio albums. It sold well over 500,000 copies upon release, while demand for Aerosmith’s music saw an increase significantly at a time when the music business faced decline.
The series still motivates quick-handed dedication within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. The song is challenging even in expert mode, not to mention played at double speed while hitting every one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to use a real gun and enlist,” notes musician the artist.
DragonForce previously wrapped up a profitable run when their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label calling to tell me that our selling albums like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked overshadow everything else the band has done. Last year, the track was used in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
The best promotion, whether it’s for cars, clothes or video games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. From day one, the creators felt that there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to do it”.
Most installments were released in just a half-decade from 2005 to 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.
Titles like the fan project and Fortnite Festival have maintained the scene alive, and there’s set to be a new product from the original publisher in development. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“We thought those games could be like Madden where you can update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”