It has been 20 years after the legendary game debuted across the Atlantic, offering players everywhere the opportunity to become a rock star. Not in reality, though you'd be hard-pressed telling that someone who has mastered Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Created by the developers, the game gave players a guitar-shaped controller to follow coloured notes moving along the display in time with a song. Every sequence corresponded to specific notes, creating the feel of a genuine performance.
The studio previously tried its hand with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Together, they established the groundwork for a surprising massively profitable series which made a significant impact for many musicians included, showcasing classic groups to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the early financial challenges in securing the recordings – even though initial releases mostly used cover versions.
“We rerecorded every song because the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. But once the game became a hit, album purchases airtime were going up, all artists desired to participate.”
He continues: “One of the amazing things was the number of mothers and fathers reached out and thanked us for exposing their kids to the songs they loved. It became a multigenerational thing.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band one featured act included their track in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series brought classic rock to the forefront: “The game offered a larger, new demographic. Typically such music was seen as outdated material, however once it got included in the game and teenagers discovered it, abruptly it was cool. This validated it, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the band's debut album was still not available in the US, meaning Guitar Hero was a key medium for exposure for the band during their a North American tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money than any of their records. It moved more than 500,000 copies upon release, while demand for their songs saw an increase of up to 40% during an era when the music business faced decline.
Guitar Hero still motivates quick-handed fanaticism within the community. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is difficult even in expert mode, not to mention played at double speed while hitting every one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.
“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you should pick up a real gun and enlist,” notes DragonForce guitarist the artist.
DragonForce had already completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors calling to tell me that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow all other the band has done. Last year, the track featured in a trailer for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – each person has their own path in music and I’m glad we’ve been part of people’s lives”.
Enduring Impact of a Iconic Controller
The best promotion, be it for cars, apparel or games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to allow people to do it”.
Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments died down, aside from a brief comeback several years later.
Games like the fan project and newer releases have maintained the scene alive, with expectations of something from the founders on the way. Recently formed developers has begun production on its debut music game. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of the classic?
“We thought such titles could be like Madden where you can releases,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to persist for future fans.”