It has been 20 years after the legendary game first launched across the Atlantic, providing players everywhere the means to become rock legends. Not in reality, though you'd be hard-pressed convincing anyone who has nailed Free Bird’s lengthy guitar solo in front of a packed crowd of friends.
Developed by the developers, the game gave players a guitar-shaped controller to follow coloured notes moving along the display synchronized to a song. Each riff corresponded to specific notes, creating the sensation of a genuine live show.
Harmonix previously experimented with rhythm games before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable franchise which made a significant influence on numerous musicians featured, introducing classic bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the songs – despite the fact initial releases primarily featured cover versions.
“We rerecorded all the music because the cost was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. But once the game took off, and record sales airtime increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of mothers and fathers reached out and thanked us for exposing their children to the songs they loved. It became an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls how the series revived classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Generally this had been seen as music that was past it, but then once it got featured on the game and teenagers discovered it, suddenly it became trendy. That legitimised the genre, eliminating the outdated tag. It gave our catalog a new life.”
In 2008, the band's first record remained not available in the US, so the game was a key medium of discovery for the group during their a North American tour supporting the rock giants. “The roadies had on the song during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their records. It sold well over half a million units in its first week, while demand for their songs saw an increase significantly at a time as the industry was already collapsing.
Guitar Hero still motivates quick-handed fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. This track is challenging enough on the hardest setting, let alone performed at double speed while hitting every one of its near 4,000 notes. The streamer stated it took months of practice of practice.
“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you should pick up actual weapons and go to war,” says musician the artist.
DragonForce had already completed a profitable run before their hit was featured in the third game, yet he explains it turned them into widely recognized. “I remember the record label informing us that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it risked overshadow everything else accomplishments. Recently, the track featured in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – each person has a unique musical journey and I’m glad we played a role of people’s lives”.
Enduring Legacy from the Plastic Guitar
The best marketing, whether it’s for cars, clothes or games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.
The majority of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including derivative titles such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, except for a short-lived revival several years later.
Titles like the fan project and newer releases have maintained the scene alive, with expectations of a new product from the founders in development. A new studio has begun work on its debut music game. The initial creators are both involved as special advisers. Is the world ready to embrace another game following the classic?
“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, thus I remain hopeful. There’s no reason for it to persist for future fans.”