It has been 20 years since the legendary game debuted in North America, giving players everywhere the means to become rock legends. Not in reality, but try telling that someone who's nailed the epic four-minute guitar solo before an enthusiastic living-room audience.
Created by the developers, the game provided users with a guitar-shaped controller to match coloured notes moving along the display in time with the music. Every sequence corresponded to specific notes, creating the feel of an authentic live show.
Harmonix had already experimented with rhythm games before partnering with RedOctane, later acquired by the gaming giant in 2006. Together, they laid the groundwork for a surprising billion-dollar series that had a remarkable impact on numerous musicians featured, introducing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the recordings – even though initial releases primarily featured cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, everyone wanted to be in.”
He adds: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their kids to the songs they loved. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Typically such music was considered music that was past it, however once it got featured on the title and teenagers discovered it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”
At that time, the band's first record remained not available stateside, so Guitar Hero was a key medium of discovery for the group as they went on a North American tour opening for the rock giants. “Their crew were playing the song during travel, and several knew us from Guitar Hero,” he notes.
Major Band Titles Enduring Influence
Music's biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group greater revenue than any of their studio albums. It sold more than half a million units in its first week, while sales of their songs rose of up to 40% during an era when the music business faced decline.
The series still motivates nimble-fingered dedication within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. This track 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 it took months of practice to accomplish.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you should use a real gun and enlist,” notes musician the artist.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I recall our distributors informing us that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it risked eclipsing all other the band has done. Last year, the song featured in promotional material for a major film. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy of a Iconic Controller
The best promotion, whether it’s for cars, apparel or games, goes further than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a rock star on the stage. From day one, the co-founders felt that humans have a natural urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most installments were released over a mere five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a short-lived revival several years later.
Titles like Clone Hero and newer releases have kept the scene alive, with expectations of something from the original publisher on the way. A new studio has entered work on its debut rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed such titles could be like Madden allowing annual releases,” he remarks. “With abundant new music that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”