Marking 20 years after the legendary game first launched in North America, providing players everywhere the tools to become rock legends. Not literally, but try telling that anyone who has nailed the epic four-minute instrumental break in front of a packed living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to match coloured notes scrolling down the display in time with a song. Every sequence mimicked specific notes, producing the sensation of an authentic performance.
Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the groundwork for an unlikely billion-dollar franchise which made a significant influence on numerous of the artists included, introducing decades-old bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges in securing the recordings – even though initial releases primarily featured cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once the game became a hit, and record sales and radio play increased, everyone wanted to be in.”
He adds: “One of the amazing things was the number of parents got in touch and thanked us for exposing their children to the music they loved. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers how the series brought classic rock to the forefront: “The game provided a bigger, younger audience. Generally this had been seen as outdated material, however once it got included in the title and teenagers were finding it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”
At that time, the Answer’s first record was still not available stateside, so the game served as a primary platform for exposure for the group during their US tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their records. It moved well over half a million copies upon release, and demand for their songs rose of up to 40% at a time as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. The song is challenging enough on the hardest setting, let alone played at double speed and without missing every one of its near 4,000 notes. They stated it took nine months to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should use actual weapons and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I recall our distributors informing us that we were selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
Indeed, the band's visibility via the game proved so vast that it risked eclipsing all other the band has done. Recently, the song featured in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Iconic Controller
The best promotion, be it for automobiles, clothes or games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to make music, and their goal was to use technology to enable everyone to do it”.
Most of Guitar Hero games came out in just a five-year period from 2005 to 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the scene alive, with expectations of something from the founders on the way. A new studio has begun production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, thus I remain optimistic. It's entirely possible for it to persist with new generations.”