It has been 20 years after the legendary game debuted across the Atlantic, providing players everywhere the opportunity to feel like rock legends. Not in reality, but try convincing someone who has nailed the epic four-minute guitar solo in front of a packed living-room audience.
Developed by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display in time with the music. Every sequence mimicked particular chords, creating the feel of a genuine live show.
Harmonix previously experimented with rhythm games before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Together, they established the foundations for a surprising massively profitable series which made a significant impact for many musicians featured, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music because the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – the publisher had virtually no money, and our team was pretty convinced the project would flop. But once the game took off, and record sales airtime were going up, everyone wanted to be in.”
He continues: “One of the amazing things was how many parents reached out expressing gratitude for exposing their kids to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release the popular installment. Lead musician the artist recalls how the series revived classic rock to the forefront: “The game offered a larger, younger audience. Typically this had been seen as outdated material, but then once it got included in the game young people were finding it, abruptly it was cool. This validated the genre, eliminating the outdated label. It provided our catalog renewed popularity.”
At that time, the Answer’s debut album remained unreleased stateside, meaning Guitar Hero was a key medium of discovery for the band during their US tour supporting AC/DC. “The roadies had on Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their records. It moved well over half a million units upon release, and sales of their songs saw an increase significantly at a time when the music business faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. This track is challenging enough on expert mode, let alone played at increased tempo while hitting every one of the thousands of cues. They claimed requiring nine months of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you should use a real gun and enlist,” says musician Herman Li.
The band had already completed a profitable run when their hit was featured in the third game, but Li says it turned them into a household name. “I recall the record label informing us that our selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it has threatened to eclipsing everything else accomplishments. Last year, the song was used in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Impact from the Iconic Controller
Top-tier marketing, be it for automobiles, clothes or games, goes further mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the creators felt that humans have a natural urge to create songs, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.
Games like the fan project and newer releases have maintained the scene active, and there’s set to be something from the original publisher in development. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry following the classic?
“We thought such titles could be like Madden allowing annual releases,” he remarks. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”