Marking 20 years since the legendary game debuted across the Atlantic, offering players everywhere the means to feel like rock legends. Not in reality, but try telling that someone who has nailed the epic four-minute guitar solo in front of a packed crowd of friends.
Created by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with the music. Every sequence corresponded to particular chords, producing the feel of a genuine performance.
The studio had already experimented in the music genre before partnering with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely massively profitable series that had a remarkable influence for many musicians included, showcasing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the songs – even though the first two games primarily featured cover versions.
“We reproduced every song since the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game became a hit, and record sales airtime were going up, all artists desired to participate.”
He adds: “Among the amazing things was how many mothers and fathers got in touch and thanked us for exposing their kids to the songs they adored. It became an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer included their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “The game provided a larger, new demographic. Typically such music was considered outdated material, but then once it got included in the title young people were finding it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the band's debut album remained unreleased stateside, so the game was a key medium of discovery for the band as they went on US tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue than any of their studio albums. It moved well over 500,000 units upon release, and demand for Aerosmith’s music rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. The song is challenging even in the hardest setting, not to mention played at double speed and without missing a single one of the thousands of cues. They stated requiring months of practice of practice.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you should use a real gun and go to war,” notes musician the artist.
DragonForce previously wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed just before top acts at the event.”
In fact, the band's visibility via the game was so immense that it has threatened to eclipsing everything else the band has done. Last year, the track was used in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, be it for cars, apparel or games, goes further mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, including derivative titles such as DJ Hero, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.
Games like the fan project and Fortnite Festival have kept the scene alive, and there’s set to be a new product from the founders on the way. Recently formed developers has begun work 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?
“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”