It has been two decades since the legendary game hit the market across the Atlantic, offering players everywhere the opportunity to become a rock star. Not in reality, but try convincing anyone who's nailed Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Created by Harmonix, the game gave players a guitar-shaped controller to follow coloured notes moving along the screen in time with the music. Every sequence corresponded to specific notes, creating the feel of a genuine performance.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar franchise which made a remarkable influence for many musicians included, showcasing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges in securing the songs – despite the fact the first two games mostly used cover versions.
“We rerecorded every song since the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game became a hit, and record sales and radio play increased, everyone wanted to participate.”
He continues: “One of the amazing things was how many mothers and fathers got in touch and thanked us for exposing their children to the songs they adored. It became a multigenerational thing.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero offered a larger, younger audience. Generally this had been seen as outdated material, however when it was included in the title young people discovered it, suddenly it was cool. This validated it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the Answer’s first record was still not available stateside, so the game was a key medium of discovery for the group as they went on US tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their studio albums. It moved well over 500,000 copies in its first week, while sales of their songs saw an increase significantly at a time as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem made popular by the game – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of personalization features. This track is difficult enough on expert mode, let alone performed at increased tempo and without missing a single one of the thousands of cues. They stated requiring months of practice of practice.
“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I recall the record label informing us that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it risked eclipsing everything else the band has done. Recently, the song was used in promotional material for a major film. “Previously I felt differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier promotion, be it for cars, apparel or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to make music, and they wanted to use technology to enable everyone to participate”.
Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a brief comeback in 2015.
Games such as Clone Hero and newer releases have maintained the scene active, and there’s set to be something from the founders in development. A new studio has entered production on their first music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles could be like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”