Marking 20 years since the legendary game hit the market across the Atlantic, giving everyday gamers the tools to feel like a rock star. Not literally, but try convincing anyone who's nailed the epic four-minute instrumental break before an enthusiastic living-room audience.
Developed by the developers, the game gave players a guitar-shaped controller to follow coloured notes moving along the display in time with a song. Each riff corresponded to particular chords, producing the feel of a genuine live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar series that had a significant impact for many of the artists included, showcasing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges in securing the recordings – despite the fact initial releases mostly used cover versions.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain the project would flop. But once Guitar Hero took off, album purchases airtime were going up, everyone wanted to participate.”
He adds: “One of the amazing things was how many mothers and fathers reached out and thanked us for exposing their kids to the music they adored. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series brought classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Generally such music was seen as music that was past it, but then once it got included in the game and teenagers discovered it, suddenly it was cool. That legitimised it, eliminating the outdated label. It gave our catalog a new life.”
At that time, the Answer’s debut album remained unreleased stateside, so Guitar Hero was a key medium for exposure for the group as they went on US tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions centered around their music collections and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money compared to their studio albums. It sold more than 500,000 units upon release, and sales of their songs saw an increase of up to 40% during an era when the music business faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. This track is challenging even in expert mode, not to mention played at double speed while hitting a single one of its near 4,000 notes. They claimed it took nine months of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use a real gun and go to war,” notes musician the artist.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I recall our distributors calling to tell me that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of top acts at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else accomplishments. Recently, the song featured in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.
Enduring Legacy of a Iconic Controller
The best promotion, be it for automobiles, apparel or video games, extends beyond mere transactions – it inspires a longing. Was the game able to harness this? “Precisely what we were trying to create,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the creators believed there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to participate”.
Most installments came out over a mere five-year period between 2005 and 2010, including derivative titles like the DJ version, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the scene active, and there’s expectations of something from the founders on the way. Recently formed developers has entered production on their first rhythm-based title. Original co-founders 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 similar to sports games allowing annual releases,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”