Marking two decades since the legendary game hit the market in North America, providing everyday gamers the means to feel like rock legends. Not literally, but try telling that anyone who's mastered the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by Harmonix, the game gave players a guitar-shaped controller to match coloured notes scrolling down the display synchronized to a song. Every sequence mimicked particular chords, creating the feel of an authentic live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise which made a significant impact on numerous of the artists included, introducing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the songs – even though the first two games mostly used rerecorded tracks.
“We reproduced every song because the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when Guitar Hero became a hit, album purchases airtime increased, everyone wanted to be in.”
He adds: “Among the amazing things was how many parents reached out and thanked us for introducing their kids to the songs they loved. It became a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “The game provided a larger, new demographic. Generally this had been seen as music that was past it, however once it got featured on the title young people discovered it, abruptly it became trendy. This validated the genre, and got rid of the outdated label. It gave all our music renewed popularity.”
In 2008, the band's debut album remained unreleased in the US, meaning the game was a key medium of discovery for the band during their US tour supporting AC/DC. “Their crew had on the song during travel, and several knew us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Impact
Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their studio albums. It moved well over 500,000 copies in its first week, while demand for Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.
The series still motivates quick-handed fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with similar gameplay and extensive personalization features. The song is challenging enough on the hardest setting, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. They claimed requiring months of practice of practice.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce previously completed a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors informing us that we were records were moving like crazy,” he says. “Popularity surged on the subsequent tour, 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 threatened to overshadow all other accomplishments. Recently, the song featured in a trailer for a major film. “Previously I thought differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
Top-tier promotion, be it for cars, apparel or games, goes further than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the co-founders believed humans have a natural human desire to make music, and their goal was to use technology to enable everyone to do it”.
The majority installments were released over a mere five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Titles such as the fan project and newer releases have kept the community active, and there’s set to be a new product from the original publisher on the way. A new studio has entered production on its debut music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome another game following Guitar Hero?
“Our team believed those games might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to continue for future fans.”