Marking two decades since the legendary game hit the market in North America, giving players everywhere the opportunity to become a rock star. Not literally, but try telling that someone who has nailed the epic four-minute instrumental break in front of a packed crowd of friends.
Created by the developers, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to a song. Each riff corresponded to specific notes, producing the feel of a genuine performance.
Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise which made a significant influence for many musicians featured, showcasing classic groups to a new generation of younger players.
A former executive, former COO of Harmonix, recalls the initial financial challenges of licensing the songs – even though the first two games primarily featured cover versions.
“We rerecorded every song since the dollar figure was so high,” he says. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to be in.”
He adds: “One of the amazing things was how many parents got in touch and thanked us for introducing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought classic rock back into vogue: “The game provided a bigger, younger audience. Typically such music was considered music that was past it, however once it got included in the title young people were finding it, abruptly it was cool. That legitimised it, eliminating the outdated tag. It provided our catalog renewed popularity.”
In 2008, the band's debut album was still not available in the US, so Guitar Hero was a key medium of discovery for the band 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 knew us from Guitar Hero,” he notes.
Major Band Titles Enduring Impact
Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band greater revenue than any of their studio albums. It sold well over 500,000 copies upon release, and demand for their songs rose of up to 40% at a time as the industry faced decline.
Guitar Hero still motivates quick-handed fanaticism within the community. Earlier this year, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. This track is challenging enough on the hardest setting, let alone played at increased tempo while hitting a single one of the thousands of cues. The streamer stated it took nine months to accomplish.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you should pick up a real gun and go to war,” notes musician the artist.
The band had already wrapped up a profitable run when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label informing us that our records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it threatened to eclipsing everything else the band has done. Last year, the song featured in promotional material for Despicable Me 4. “In the past I felt 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 played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best marketing, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the co-founders felt that there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, except for a short-lived revival several years later.
Games such as the fan project and newer releases have maintained the community active, with set to be something from the original publisher on the way. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games could be like Madden allowing annual releases,” he remarks. “There’s so much new music it could remain evergreen, thus I remain optimistic. It's entirely possible why it can’t persist with new generations.”