It has been two decades since the legendary game debuted across the Atlantic, giving players everywhere the opportunity to become rock legends. Not in reality, but try telling that someone who has mastered the epic four-minute instrumental break before a packed crowd of friends.
Created by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to a song. Every sequence corresponded to specific notes, producing the sensation of an authentic performance.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising massively profitable series which made a remarkable influence on numerous of the artists featured, introducing decades-old groups to millions of younger players.
Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles in securing the songs – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music since the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their kids to the songs they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers how the series revived classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Generally such music was seen as music that was past it, however once it got featured on the game and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the outdated label. It gave our catalog a new life.”
In 2008, the Answer’s debut album was still not available stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour supporting the rock giants. “Their crew were playing the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Major Band Titles Enduring Impact
Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and related lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said to have made the group 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 was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality achieved a remarkable feat featuring the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. This track is challenging enough on the hardest setting, not to mention performed at double speed and without missing every one of the thousands of cues. They stated requiring nine months to accomplish.
“The game offers a, fantasy thing. 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 previously wrapped up a successful tour before their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors informing us that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else the band has done. Recently, the song featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy of a Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or games, goes further mere transactions – it inspires a longing. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders believed humans have a natural urge to make music, and their goal was to leverage innovation to allow people to participate”.
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 waned, except for a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have maintained the community alive, with set to be a new product from the original publisher in development. A new studio has begun production on their first rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of the classic?
“Our team believed those games could be like Madden where you can update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”