It has been 20 years after the legendary game hit the market across the Atlantic, giving everyday gamers the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who has mastered the epic four-minute guitar solo in front of a packed living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen in time with a song. Each riff corresponded to specific notes, creating the sensation of an authentic performance.
Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, which was acquired by Activision in 2006. Collaboratively, they established the foundations for a surprising billion-dollar series that had a remarkable influence for many of the artists featured, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges in securing the songs – even though initial releases mostly used cover versions.
“We rerecorded all the music because the dollar figure was so high,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game took off, and record sales and radio play increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for exposing their kids to the songs they loved. It evolved into a multigenerational thing.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band one featured act included their track on the 2008 game the popular installment. Guitarist the artist recalls how the series revived classic rock to the forefront: “The game provided a larger, younger audience. Generally such music was considered outdated material, but then once it got featured on the game young people were finding it, abruptly it was cool. This validated the genre, and got rid of the outdated tag. It provided our catalog a new life.”
In 2008, the band's first record was still not available stateside, meaning Guitar Hero served as a primary platform for exposure for the group as they went on US tour opening for AC/DC. “Their crew were playing the song during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their records. It sold more than half a million units upon release, and demand for their songs rose significantly at a time when the music business was already collapsing.
The series still motivates quick-handed dedication within the community. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of customisation options. The song is challenging enough on expert mode, not to mention played at double speed while hitting a single one of the thousands of cues. The streamer stated requiring nine months of practice.
“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” says musician Herman Li.
DragonForce previously completed a profitable run when their hit was featured in the third game, but Li says it made them widely recognized. “I recall the record label calling to tell me that our selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it risked overshadow all other accomplishments. Recently, the track was used in a trailer for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, that's fine – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.
The Lasting Impact of a Plastic Guitar
The best promotion, whether it’s for cars, clothes or games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to do it”.
The majority of Guitar Hero games were released over a mere five-year period between 2005 and 2010, including derivative titles such as DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus on peripherals died down, except for a brief comeback in 2015.
Titles like the fan project and newer releases have kept the scene active, with expectations of something from the founders on the way. A new studio has begun production on their first rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry in the spirit of the classic?
“We thought such titles might become like Madden allowing annual releases,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to continue for future fans.”