Marking 20 years after the legendary game first launched across the Atlantic, offering players everywhere the tools to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who has nailed the epic four-minute instrumental break before a packed living-room audience.
Created by Harmonix, the game provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the display in time with a song. Every sequence corresponded to specific notes, creating the feel of a genuine live show.
The studio had already experimented with rhythm games before partnering with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar series which made a significant influence on numerous musicians included, showcasing decades-old groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced every song because the cost was so high,” he says. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, album purchases airtime were going up, all artists desired to be in.”
He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the songs they adored. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls how the series brought older hits to the forefront: “The game offered a bigger, new demographic. Typically such music was considered music that was past it, however when it was featured on the title young people were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”
At that time, the Answer’s debut album was still not available stateside, meaning Guitar Hero served as a primary platform of discovery for the band as they went on a North American tour opening for the rock giants. “Their crew had on the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around their music collections and related stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their records. It moved more than half a million units in its first week, and sales of Aerosmith’s music rose significantly at a time as the industry faced decline.
Guitar Hero still motivates quick-handed fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with similar gameplay and extensive customisation options. This track is challenging enough on expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. They stated it took months of practice to accomplish.
“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you should use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce previously wrapped up a successful tour when their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label calling to tell me that we were records were moving like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to overshadow all other accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and they wanted to use technology to allow people to do it”.
The majority of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.
Games like the fan project and Fortnite Festival have kept the community alive, with expectations of a new product from the original publisher on the way. A new studio has begun work on their first music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?
“We thought such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, thus I remain optimistic. There’s no reason for it to persist with new generations.”