Marking two decades since the legendary game hit the market in North America, giving players everywhere the tools to become rock legends. Figuratively speaking, but try convincing someone who's mastered the epic four-minute guitar solo before an enthusiastic living-room audience.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to a song. Each riff mimicked particular chords, producing the sensation of a genuine live show.
The studio had already tried its hand in the music genre before partnering with RedOctane, later acquired by Activision during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar franchise that had a significant influence on numerous of the artists included, showcasing decades-old bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early financial challenges of licensing the songs – despite the fact the first two games primarily featured cover versions.
“We reproduced every song since the cost was so high,” he says. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game took off, album purchases airtime were going up, all artists desired to participate.”
He continues: “Among the amazing things was how many parents got in touch expressing gratitude for exposing their kids to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought classic rock to the forefront: “The game offered a larger, younger audience. Typically this had been considered outdated material, but then when it was included in the title and teenagers were finding it, abruptly it was cool. This validated the genre, eliminating the outdated label. It provided all our music renewed popularity.”
At that time, the Answer’s first record remained unreleased in the US, meaning Guitar Hero was a key medium for exposure for the group as they went on a North American tour supporting the rock giants. “The roadies had on Never Too Late during travel, and several knew us thanks to the game,” he notes.
Major Band Titles Enduring Impact
Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around their music collections and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band greater revenue than any of their studio albums. It moved more than half a million units upon release, while sales of their songs saw an increase significantly during an era when the music business was already collapsing.
The series still motivates quick-handed fanaticism within the community. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is difficult enough on the hardest setting, let alone performed at increased tempo while hitting a single one of its near 4,000 notes. They stated requiring months of practice of practice.
“The game offers a, fantasy thing. If you play other games, that doesn’t mean you should use a real gun and go to war,” says DragonForce guitarist Herman Li.
The band previously completed a successful tour before Through the Fire and Flames was featured in the third game, but Li says it made them widely recognized. “I remember our distributors calling to tell me that our records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing everything else the band has done. Last year, the track was used in a trailer for a major film. “In the past I felt differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, whether it’s for cars, clothes or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
Most installments came out in just a half-decade from 2005 to 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival several years later.
Titles such as Clone Hero and newer releases have maintained the community alive, with set to be a new product from the founders on the way. Recently formed developers has entered production on their first music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game following the classic?
“Our team believed such titles might become like Madden allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”