It has been two decades since the legendary game hit the market across the Atlantic, giving everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try telling that anyone who has mastered the epic four-minute instrumental break in front of an enthusiastic living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to the music. 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 the publisher, later purchased by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising massively profitable series which made a significant influence for many musicians included, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles of licensing the songs – even though initial releases primarily featured cover versions.
“We reproduced every song since the cost prohibitive,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get bands like the Who – the publisher had virtually no money, and we were fairly certain the project would flop. But once the game took off, album purchases airtime increased, all artists desired to participate.”
He continues: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish group the Answer included their track on the 2008 game the popular installment. Guitarist the artist recalls the way the game revived classic rock back into vogue: “Guitar Hero offered a larger, younger audience. Typically this had been considered outdated material, however once it got included in the title young people discovered it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the Answer’s first record was still unreleased stateside, meaning Guitar Hero served as a primary platform for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies had on Never Too Late during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in specialized game editions that focused on their music collections and associated lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their records. It moved more than half a million units in its first week, while demand for Aerosmith’s music rose significantly during an era when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered dedication within the community. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is difficult even in the hardest setting, not to mention performed at double speed while hitting a single one of its near 4,000 notes. They stated requiring months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to pick up a real gun and go to war,” says musician Herman Li.
The band 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 recall our distributors calling to tell me that we were records were moving like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has threatened to overshadow all other the band has done. Recently, the track featured in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has their own path in music and I’m glad we played a role of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, whether it’s for automobiles, apparel or video games, goes further than selling something – it inspires a longing. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the creators believed humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most installments came out in just a half-decade between 2005 and 2010, including derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Games such as Clone Hero and newer releases have maintained the community active, with set to be a new product from the original publisher in development. Recently formed developers has begun production on its debut music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed such titles might become similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason for it to persist for future fans.”