It has been two decades since the legendary game hit the market across the Atlantic, offering players everywhere the tools to feel like rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who has mastered the epic lengthy instrumental break in front of a packed living-room audience.
Developed by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes moving along the display synchronized to a song. Each riff mimicked specific notes, creating the feel of a genuine performance.
The studio had already experimented with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Together, they laid the foundations for a surprising massively profitable franchise which made a significant impact on numerous musicians featured, introducing decades-old bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the songs – even though the first two games primarily featured cover versions.
“We rerecorded every song because the cost was so high,” he explains. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get acts such as 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 and radio play increased, everyone wanted to be in.”
He continues: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their kids to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Generally such music was considered music that was past it, but then once it got included in the game and teenagers discovered it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It provided our catalog a new life.”
At that time, the band's first record remained unreleased stateside, meaning Guitar Hero served as a primary platform for exposure for the band during their a North American tour supporting AC/DC. “Their crew had on Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on their music collections and related stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their studio albums. It moved more than half a million units in its first week, while sales of their songs rose of up to 40% at a time when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult even in the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. The streamer stated it took nine months to accomplish.
“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” says DragonForce guitarist the artist.
The band had already completed a successful tour when Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I remember the record label informing us that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it has threatened to overshadow everything else the band has done. Last year, the track was used in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has their own path in music and I'm pleased we played a role of people’s lives”.
The Lasting Legacy of a Iconic Controller
Top-tier promotion, be it for automobiles, apparel or video games, goes further than selling something – it evokes a desire. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the co-founders felt that humans have a natural urge to make music, and their goal was to use technology to allow people to participate”.
Most installments came out over a mere five-year period between 2005 and 2010, featuring spin-offs such as DJ Hero, including a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Titles like the fan project and Fortnite Festival have maintained the scene alive, and there’s set to be a new product from the founders on the way. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game following the classic?
“We thought those games could be like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason for it to continue for future fans.”