It has been 20 years since the legendary game first launched across the Atlantic, offering players everywhere the opportunity to become a rock star. Not literally, but try telling that someone who has mastered the epic lengthy guitar solo in front of a packed living-room audience.
Developed by Harmonix, the game gave players a plastic guitar peripheral to match on-screen cues moving along the display in time with a song. Every sequence mimicked specific notes, creating the sensation of a genuine live show.
Harmonix had already experimented with rhythm games before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable franchise that had a significant influence on numerous musicians included, showcasing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the songs – even though initial releases primarily featured cover versions.
“We rerecorded all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it proved extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero took off, album purchases and radio play increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their children to the songs they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish group the Answer included their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game brought older hits back into vogue: “The game provided a larger, younger audience. Typically this had been seen as outdated material, however once it got included in the title and teenagers discovered it, suddenly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”
In 2008, the band's first record remained unreleased stateside, so the game was a key medium for exposure for the band during their a North American tour opening for the rock giants. “The roadies were playing the song during travel, and several knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Impact
Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around each band’s catalogue and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money than any of their records. It sold more than half a million units upon release, and sales of Aerosmith’s music rose of up to 40% during an era when the music business faced decline.
The series still motivates quick-handed fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive personalization features. This track is difficult even in expert mode, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. They stated it took months of practice of practice.
“The game offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” notes musician the artist.
DragonForce had already completed a profitable run before their hit was featured on Guitar Hero III, but Li says it made them a household name. “I remember the record label calling to tell me that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing everything else the band has done. Last year, the track featured in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “Should you just hear a single track, that's fine – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier promotion, be it for automobiles, clothes or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the co-founders believed humans have a natural urge to make music, and they wanted to use technology to allow people to participate”.
The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments died down, aside from a brief comeback several years later.
Games like Clone Hero and newer releases have maintained the community active, and there’s set to be a new product from the founders in development. A new studio has entered production on its debut music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed such titles could be like Madden allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”