It has been two decades since the legendary game hit the market across the Atlantic, offering players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who's nailed the epic four-minute instrumental break in front of a packed living-room audience.
Developed by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with the music. Every sequence corresponded to particular chords, creating the sensation of an authentic performance.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they established the groundwork for a surprising massively profitable series which made a significant impact on numerous of the artists featured, showcasing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the initial budgetary hurdles in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the dollar figure was so high,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, and record sales and radio play increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of parents got in touch and thanked us for introducing their kids to the music they adored. It evolved into an intergenerational thing.”
Timeless Music Gains a New Audience
Irish group one featured act had their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game revived classic rock back into vogue: “The game provided a bigger, new demographic. Typically such music was considered music that was past it, however when it was featured on the game young people discovered it, abruptly it became trendy. This validated it, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album was still unreleased stateside, so Guitar Hero was a key medium of discovery for the group as they went on US tour opening for the rock giants. “The roadies had on the song during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band greater revenue compared to their records. It moved well over 500,000 units in its first week, and sales of their songs saw an increase significantly at a time as the industry was already collapsing.
The series still motivates quick-handed fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of personalization features. The song is challenging enough on expert mode, let alone performed at double speed and without missing every one of the thousands of cues. The streamer stated requiring nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” says musician Herman Li.
The band had already completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors informing us that our records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of the headliners at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it has risked eclipsing all other accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” he admits. “Should you just listen to a single track, that's fine – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Iconic Controller
The best marketing, be it for automobiles, apparel or games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the creators believed humans have a natural human desire to make music, and their goal was to use technology to allow people to participate”.
Most installments came out in just a half-decade between 2005 and 2010, featuring derivative titles like DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, except for a short-lived revival several years later.
Titles such as the fan project and newer releases have maintained the scene alive, with set to be something from the founders in development. Recently formed developers has entered work on their first music game. The initial creators are participating in advisory roles. Are gamers ready to embrace another game following the classic?
“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”