It has been 20 years since the legendary game debuted in North America, providing everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try telling that anyone who has mastered the epic lengthy guitar solo before an enthusiastic living-room audience.
Developed by the developers, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the display in time with the music. Every sequence corresponded to particular chords, producing the sensation of a genuine live show.
Harmonix previously experimented in the music genre prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising massively profitable series which made a remarkable influence on numerous of the artists included, showcasing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the songs – despite the fact initial releases primarily featured cover versions.
“We reproduced every song because the cost was so high,” he says. “Despite having the publishing rights alone, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, and record sales airtime increased, everyone wanted to participate.”
He continues: “One of the amazing things was the number of mothers and fathers reached out and thanked us for exposing their children to the music they loved. It became a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish group one featured act included Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls the way the game revived older hits back into vogue: “Guitar Hero provided a bigger, younger audience. Generally such music was considered outdated material, however when it was featured on the game young people discovered it, abruptly it became trendy. This validated it, and got rid of the outdated label. It provided our catalog a new life.”
At that time, the band's first record was still unreleased in the US, meaning Guitar Hero was a key medium for exposure for the group during their a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their records. It sold more than 500,000 copies in its first week, and demand for Aerosmith’s music rose significantly at a time as the industry was already collapsing.
Guitar Hero still motivates quick-handed fanaticism within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive personalization features. The song is difficult enough on expert mode, let alone performed at increased tempo while hitting a single one of its near 4,000 notes. They claimed requiring months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and go to war,” says DragonForce guitarist the artist.
The band previously completed a successful tour when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I remember the record label calling to tell me that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing just before top acts at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it risked eclipsing everything else the band has done. Last year, the track featured in a trailer for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has a unique musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
The best marketing, whether it’s for cars, apparel or video games, goes further than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural urge to make music, and their goal was to leverage innovation to allow people to participate”.
Most installments came out in just a half-decade from 2005 to 2010, including derivative titles like the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments died down, aside from a brief comeback in 2015.
Games such as the fan project and newer releases have kept the community alive, with expectations of a new product from the founders in development. A new studio has begun work on its debut music game. The initial creators are participating as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?
“We thought such titles might become like Madden where you can update every year,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to continue for future fans.”