Marking two decades since the legendary game hit the market across the Atlantic, providing players everywhere the means to become rock legends. Not literally, though you'd be hard-pressed convincing anyone who has mastered the epic lengthy guitar solo in front of an enthusiastic living-room audience.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display in time with a song. Each riff corresponded to specific notes, creating the sensation of an authentic performance.
Harmonix previously experimented in the music genre before partnering with the publisher, which was purchased by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable franchise which made a remarkable impact for many of the artists included, introducing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles of licensing the songs – despite the fact the first two games primarily featured cover versions.
“We rerecorded every song since the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. However, when the game took off, and record sales airtime increased, all artists desired to participate.”
He continues: “Among the remarkable aspects was how many mothers and fathers reached out expressing gratitude for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group one featured act had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series revived older hits to the forefront: “The game offered a larger, new demographic. Typically this had been considered music that was past it, but then when it was included in the title and teenagers were finding it, abruptly it became trendy. This validated it, eliminating the outdated label. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album was still not available stateside, meaning the game served as a primary platform for exposure for the band during their US tour supporting the rock giants. “Their crew had on the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and related stories, visuals and legendary status. In the case of, the Aerosmith edition, it was said earned the band more money than any of their records. It sold more than half a million copies in its first week, while demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.
The series continues to inspire quick-handed dedication within the community. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of personalization features. The song is challenging enough on the hardest setting, let alone played at double speed while hitting every one of the thousands of cues. The streamer claimed requiring nine months of practice.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you ought to pick up a real gun and go to war,” says musician the artist.
The band had already completed a profitable run before Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I remember our distributors calling to tell me that we were records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it has risked overshadow everything else the band has done. Recently, the track featured in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best promotion, be it for automobiles, apparel or games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the creators believed there’s an instinctive human desire to make music, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Titles such as Clone Hero and Fortnite Festival have maintained the community alive, and there’s expectations of a new product from the original publisher in development. A new studio has begun production on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“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 perennially popular, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”