Marking two decades after the legendary game hit the market in North America, giving everyday gamers the opportunity to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who's mastered the epic four-minute instrumental break before a packed crowd of friends.
Developed by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with the music. Each riff mimicked specific notes, producing the sensation of an authentic live show.
Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Together, they laid the foundations for a surprising massively profitable series which made a remarkable influence for many musicians featured, introducing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the recordings – even though the first two games mostly used cover versions.
“We reproduced every song because the cost was so high,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. But once the game became a hit, album purchases and radio play were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was the number of parents reached out and thanked us for introducing their kids to the songs they loved. It evolved into an intergenerational thing.”
Classic Rock Finds a New Audience
Irish group one featured act included Never Too Late on the 2008 game the popular installment. Lead musician the artist recalls how the series revived classic rock back into vogue: “The game provided a bigger, younger audience. Generally such music was considered music that was past it, however when it was included in the title young people were finding it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”
At that time, the Answer’s first record was still unreleased in the US, meaning the game was a key medium of discovery for the band during their US tour supporting AC/DC. “The roadies were playing the song during travel, and several recognized us from Guitar Hero,” he notes.
Major Band Titles and Lasting Influence
Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said earned the band greater revenue than any of their records. It sold more than half a million units upon release, while demand for Aerosmith’s music rose significantly during an era when the music business was already collapsing.
The series still motivates nimble-fingered dedication among its fans. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. The song is difficult even in expert mode, let alone performed at double speed while hitting a single one of its near 4,000 notes. They stated requiring nine months of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and go to war,” says musician the artist.
DragonForce previously completed a profitable run when their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label informing us that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it threatened to overshadow everything else accomplishments. Recently, the song was used in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got their own musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
The best marketing, be it for cars, clothes or games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “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”.
Most installments came out in just a five-year period from 2005 to 2010, including spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments died down, except for a short-lived revival several years later.
Games such as the fan project and newer releases have maintained the scene alive, and there’s expectations of something from the original publisher on the way. A new studio has entered production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles might become similar to sports games allowing annual update every year,” he remarks. “There’s so much new music it could remain evergreen, thus I remain hopeful. There’s no reason for it to persist for future fans.”