It has been 20 years after the legendary game debuted across the Atlantic, providing everyday gamers the tools to become a rock star. Not literally, but try telling that anyone who has mastered the epic lengthy instrumental break in front of an enthusiastic living-room audience.
Created by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display in time with the music. Each riff corresponded to specific notes, creating the sensation of a genuine performance.
Harmonix had already experimented with rhythm games prior to teaming up with RedOctane, later purchased by Activision in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar series that had a remarkable influence for many 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 early financial challenges of licensing the recordings – even though the first two games primarily featured cover versions.
“We rerecorded all the music because the cost was so high,” he says. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once the game took off, and record sales airtime were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was the number of parents reached out expressing gratitude for exposing their kids to the music they adored. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers the way the game brought older hits back into vogue: “The game offered a bigger, younger audience. Typically such music was considered music that was past it, however when it was featured on the game and teenagers were finding it, abruptly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It provided all our music renewed popularity.”
At that time, the Answer’s debut album remained unreleased in the US, meaning Guitar Hero was a key medium of discovery for the band during their US tour opening for the rock giants. “Their crew had on the song on the tour bus, and several recognized us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Influence
Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their records. It moved well over 500,000 copies upon release, and demand for their songs saw an increase of up to 40% during an era when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, an online personality achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. This track is difficult even in expert mode, not to mention performed at increased tempo while hitting every one of its near 4,000 notes. They stated it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. If you play other games, it doesn't imply you should pick up a real gun and enlist,” says musician Herman Li.
DragonForce previously wrapped up a successful tour before their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors calling to tell me that our records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it threatened to eclipsing everything else accomplishments. Recently, the track featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only listen to a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Plastic Guitar
The best promotion, be it for cars, apparel or games, goes further than selling something – it inspires a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the creators felt that humans have a natural human desire to make music, and their goal was to leverage innovation to allow people to do it”.
Most installments were released in just a five-year period between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments died down, aside from a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have maintained the scene active, with expectations of something from the founders in development. Recently formed developers has begun production on their first music game. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry following the classic?
“Our team believed such titles could be like Madden where you can releases,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”