It has been 20 years since Guitar Hero debuted across the Atlantic, providing everyday gamers the means to become a rock star. Not in reality, but try telling that someone who has mastered the epic lengthy guitar solo in front of a packed crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with the music. Each riff corresponded to particular chords, creating the sensation of an authentic live show.
Harmonix previously experimented with rhythm games before partnering with the publisher, which was acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar series which made a remarkable impact for many musicians included, showcasing decades-old bands to a new generation of younger players.
Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles of licensing the songs – even though initial releases mostly used cover versions.
“We reproduced every song since the cost was so high,” he explains. “Even with the publishing rights alone, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. However, when the game became a hit, album purchases airtime increased, all artists desired to be in.”
He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for exposing their children to the songs they loved. It evolved into an intergenerational thing.”
Northern Irish blues-rock band one featured act had their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game revived classic rock to the forefront: “The game provided a larger, new demographic. Generally such music was considered music that was past it, but then once it got included in the title young people were finding it, suddenly it became trendy. This validated the genre, eliminating the outdated tag. It provided all our music renewed popularity.”
In 2008, the Answer’s first record remained not available stateside, so the game served as a primary platform for exposure for the band during their a North American tour opening for AC/DC. “Their crew had on Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.
Rock’s biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and associated stories, imagery and legendary status. For example, the Aerosmith edition, it was said to have made the band more money than any of their records. It sold more than half a million units in its first week, and demand for Aerosmith’s music saw an increase significantly during an era as the industry faced decline.
Guitar Hero continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of personalization features. This track is difficult enough on the hardest setting, not to mention performed at increased tempo and without missing every one of the thousands of cues. The streamer stated requiring nine months to accomplish.
“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you should use a real gun and go to war,” notes DragonForce guitarist the artist.
The band previously wrapped up a successful tour before their hit was featured in the third game, yet he explains it made them a household name. “I recall our distributors calling to tell me that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it threatened to overshadow all other accomplishments. Last year, the song featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.
Top-tier marketing, be it for cars, clothes or video games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what we were trying to create,” he confirms. “That thrill of being a music icon on the stage. Since the beginning, the creators believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.
The majority installments came out over a mere half-decade between 2005 and 2010, featuring spin-offs like the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.
Titles like the fan project and newer releases have maintained the scene active, with set to be something from the original publisher on the way. A new studio has entered work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game following the classic?
“We thought those games might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to continue with new generations.”
A seasoned gaming journalist with over a decade of experience covering UK casino trends and strategies.