Marking 20 years after the legendary game first launched across the Atlantic, offering players everywhere the means to become rock legends. Figuratively speaking, but try convincing anyone who's mastered the epic four-minute instrumental break in front of an enthusiastic living-room audience.
Developed by the developers, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to a song. Every sequence corresponded to specific notes, creating the sensation of a genuine live show.
Harmonix had already tried its hand in the music genre before partnering with the publisher, later purchased by Activision in 2006. Together, they laid the foundations for an unlikely billion-dollar franchise that had a remarkable impact for many of the artists included, introducing classic bands to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, remembers the early financial challenges in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music since the cost prohibitive,” he says. “Despite having the necessary permissions by themselves, it was nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were fairly certain it would fail. However, when the game took off, album purchases airtime increased, everyone wanted to be in.”
He adds: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for exposing their children to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group one featured act had their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series revived older hits to the forefront: “Guitar Hero offered a larger, younger audience. Generally such music was considered outdated material, however when it was included in the game young people discovered it, suddenly it became trendy. This validated the genre, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the Answer’s debut album remained unreleased stateside, meaning the game served as a primary platform of discovery for the group during their US tour opening for AC/DC. “Their crew had on Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Impact
Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and related lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said earned the group more money than any of their records. It sold more than 500,000 copies in its first week, while demand for Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
The series still motivates quick-handed dedication within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. The song is difficult even in expert mode, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. They claimed it took months of practice of practice.
“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it made them a household name. “I recall our distributors calling to tell me that our selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked overshadow everything else the band has done. Last year, the track was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, that's fine – everyone’s got their own musical journey and I’m glad we played a role of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best promotion, be it for automobiles, clothes or games, goes further mere transactions – it inspires a longing. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to do it”.
Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Games like Clone Hero and newer releases have kept the scene active, and there’s set to be a new product from the founders in development. A new studio has entered production on their first music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following the classic?
“Our team believed those games might become like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t persist with new generations.”