It has been 20 years since the legendary game first launched in North America, giving players everywhere the means to become a rock star. Figuratively speaking, but try convincing someone who has nailed Free Bird’s lengthy guitar solo before a packed crowd of friends.
Created by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues moving along the screen in time with a song. Every sequence corresponded to particular chords, producing the sensation of an authentic performance.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series which made a remarkable influence on numerous of the artists included, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the songs – despite the fact initial releases mostly used cover versions.
“We reproduced all the music since the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to participate.”
He continues: “One of the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their kids to the songs they adored. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Irish group one featured act had Never Too Late on the 2008 game the popular installment. Guitarist the artist recalls how the series brought classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Generally this had been considered music that was past it, but then when it was included in the game young people discovered it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”
In 2008, the Answer’s first record was still unreleased in the US, so Guitar Hero was a key medium of discovery for the band as they went on US tour supporting the rock giants. “The roadies had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and associated stories, imagery and legendary status. For example, the Aerosmith edition, it was said earned the band more money compared to their studio albums. It sold more than half a million copies in its first week, while demand for their songs rose significantly at a time when the music business faced decline.
The series still motivates quick-handed dedication among its fans. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. This track is difficult enough on the hardest setting, not to mention played at double speed while hitting a single one of the thousands of cues. They stated requiring nine months to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” notes musician the artist.
DragonForce previously wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember the record label calling to tell me that our selling albums rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before top acts at the event.”
In fact, DragonForce’s exposure via the game was so immense that it risked overshadow all other the band has done. Last year, the track featured in a trailer for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got their own path in music and I’m glad we played a role of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, be it for automobiles, apparel or games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star on the stage. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and they wanted to use technology to allow people to participate”.
The majority installments came out in just a half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a short-lived revival several years later.
Games like the fan project and newer releases have maintained the community alive, and there’s set to be something from the original publisher in development. Recently formed developers has entered work on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?
“We thought those games could be like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to persist for future fans.”