It has been 20 years after the legendary game first launched across the Atlantic, giving everyday gamers the means to become a rock star. Not in reality, but try convincing anyone who's nailed Free Bird’s lengthy instrumental break in front of a packed living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with a song. Every sequence mimicked specific notes, creating the sensation of an authentic performance.
The studio previously experimented in the music genre before partnering with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable series which made a remarkable influence for many of the artists featured, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the recordings – even though the first two games mostly used cover versions.
“We rerecorded all the music since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game became a hit, album purchases airtime increased, everyone wanted to participate.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their children to the music they loved. It evolved into a multigenerational thing.”
Classic Rock Finds a New Audience
Irish group one featured act included their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers the way the game revived older hits back into vogue: “The game offered a larger, younger audience. Generally such music was seen as outdated material, but then when it was featured on the title young people were finding it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the Answer’s debut album remained not available in the US, meaning the game was a key medium of discovery for the band during their a North American tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their records. It sold more than half a million copies in its first week, and sales of Aerosmith’s music saw an increase of up to 40% at a time as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Recently, an online personality completed an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. This track is difficult even in expert mode, not to mention performed at double speed while hitting every one of the thousands of cues. They claimed it took months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up a real gun and enlist,” notes musician the artist.
DragonForce previously completed a successful tour before their hit was featured in the third game, yet he explains it made them a household name. “I remember the record label informing us that we were selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it has risked eclipsing everything else the band has done. Recently, the track was used in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best promotion, be it for automobiles, clothes or games, extends beyond mere transactions – it inspires a longing. Was the game able to 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 believed humans have a natural urge to create songs, and their goal was to use technology to allow people to do it”.
Most installments came out over a mere half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Titles such as Clone Hero and newer releases have kept the community alive, and there’s expectations of a new product from the founders on the way. A new studio has begun work on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry following the classic?
“We thought those games might become similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”