It has been two decades since the legendary game first launched in North America, providing players everywhere the means to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s four-minute instrumental break in front of a packed living-room audience.
Created by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to a song. Every sequence mimicked specific notes, creating the sensation of a genuine live show.
The studio had already experimented with rhythm games prior to teaming up with the publisher, which was purchased by Activision in 2006. Together, they laid the foundations for a surprising massively profitable franchise that had a remarkable impact for many of the artists included, showcasing decades-old groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges in securing the recordings – even though the first two games primarily featured cover versions.
“We rerecorded all the music because the cost prohibitive,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. But once the game became a hit, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their children to the songs they adored. It became a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived older hits to the forefront: “The game offered a bigger, new demographic. Generally this had been considered outdated material, however when it was included in the title young people discovered it, abruptly it was cool. This validated it, and got rid of the outdated label. It gave all our music renewed popularity.”
In 2008, the Answer’s first record was still unreleased stateside, so Guitar Hero was a key medium of discovery for the group during their a North American tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Impact
Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and associated lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the band more money than any of their records. It sold more than half a million units upon release, while sales of Aerosmith’s music rose significantly at a time as the industry faced decline.
The series still motivates nimble-fingered dedication within the community. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. This track is challenging enough on expert mode, not to mention performed at double speed while hitting every one of the thousands of cues. They claimed it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you should pick up a real gun and enlist,” notes DragonForce guitarist the artist.
The band had already completed a profitable run when their hit was featured in the third game, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that we were selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it threatened to overshadow everything else the band has done. Last year, the track was used in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy from the Plastic Guitar
Top-tier promotion, be it for automobiles, clothes or games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the creators believed humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to participate”.
Most installments came out in just a five-year period from 2005 to 2010, including derivative titles like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.
Games such as the fan project and newer releases have kept the scene active, with expectations of a new product from the founders in development. A new studio has entered work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of the classic?
“We thought such titles might become similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks that it could be evergreen, thus I remain optimistic. There’s no reason for it to persist for future fans.”