It has been 20 years after the legendary game first launched in North America, providing everyday gamers the opportunity to feel like rock legends. Not literally, though you'd be hard-pressed convincing anyone who's nailed the epic lengthy guitar solo before an enthusiastic crowd of friends.
Developed by the developers, the game provided users with a guitar-shaped controller to match coloured notes scrolling down the screen in time with the music. Every sequence mimicked specific notes, creating the sensation of an authentic live show.
Harmonix previously experimented with rhythm games before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise which made a remarkable influence on numerous of the artists featured, showcasing decades-old groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the recordings – even though the first two games primarily featured cover versions.
“We reproduced all the music since the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane 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 participate.”
He continues: “One of the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their children to the music they loved. It became an intergenerational thing.”
Timeless Music Gains a New Audience
Irish blues-rock band the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived older hits to the forefront: “Guitar Hero provided a bigger, new demographic. Generally such music was seen as music that was past it, but then when it was included in the game young people were finding it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”
At that time, the band's debut album was still not available stateside, so the game served as a primary platform of discovery for the band during their a North American tour supporting AC/DC. “The roadies were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their studio albums. It moved more than 500,000 units upon release, while demand for their songs saw an increase of up to 40% during an era when the music business was already collapsing.
The series continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. The song is challenging enough on expert mode, let alone played at increased tempo while hitting every one of its near 4,000 notes. They stated requiring months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. If you play other games, it doesn't imply you should use actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce previously completed a successful tour when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label calling to tell me that we were records were moving rapidly,” he says. “It exploded when we next toured, and we performed right ahead of top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing everything else accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “In the past 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 their own path in music and I’m glad we played a role of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best marketing, whether it’s for cars, clothes or video games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders believed humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out in just a half-decade between 2005 and 2010, including spin-offs like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Titles like Clone Hero and Fortnite Festival have maintained the scene alive, with expectations of a new product from the original publisher in development. A new studio has begun work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”