It has been 20 years after the legendary game debuted across the Atlantic, offering everyday gamers the tools to feel like a rock star. Figuratively speaking, but try convincing someone who's mastered Free Bird’s four-minute instrumental break before a packed living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen in time with a song. Every sequence corresponded to particular chords, creating the sensation of an authentic performance.
The studio had already experimented with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable franchise which made a remarkable impact for many of the artists included, showcasing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the initial financial challenges in securing the recordings – even though the first two games mostly used cover versions.
“We reproduced every song because the cost prohibitive,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. But once the game became a hit, album purchases and radio play increased, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many mothers and fathers reached out expressing gratitude for introducing their children to the songs they adored. It became a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist the artist recalls how the series brought older hits back into vogue: “Guitar Hero provided a bigger, new demographic. Generally this had been considered music that was past it, but then when it was featured on the game and teenagers discovered it, suddenly it was cool. That legitimised the genre, eliminating the outdated tag. It provided all our music renewed popularity.”
In 2008, the band's first record remained not available stateside, meaning Guitar Hero served as a primary platform for exposure for the band as they went on US tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated game editions that focused on each band’s catalogue and associated lore, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the group more money compared to their records. It sold well over half a million units upon release, while demand for their songs saw an increase of up to 40% during an era as the industry faced decline.
The series continues to inspire quick-handed dedication within the community. Recently, an online personality completed an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. The song is challenging enough on expert mode, not to mention played at double speed while hitting every one of the thousands of cues. The streamer claimed it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up a real gun and go to war,” notes DragonForce guitarist the artist.
The band previously wrapped up a profitable run when their hit appeared on Guitar Hero III, but Li says it made them a household name. “I recall our distributors informing us that we were records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it has risked eclipsing all other accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has their own path in music and I’m glad we played a role in fans' experiences”.
Enduring Legacy from the Plastic Guitar
Top-tier promotion, be it for automobiles, clothes or games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to participate”.
The majority installments came out in just a half-decade from 2005 to 2010, including derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments died down, aside from a brief comeback several years later.
Games such as Clone Hero and Fortnite Festival have kept the scene alive, and there’s expectations of a new product from the original publisher in development. Recently formed developers has entered production on its debut music game. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“We thought such titles might become like Madden allowing annual releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”