It has been 20 years since the legendary game hit the market across the Atlantic, giving players everywhere the opportunity to feel like a rock star. Not in reality, though you'd be hard-pressed convincing someone who has nailed Free Bird’s four-minute instrumental break before a packed crowd of friends.
Created by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to a song. Every sequence corresponded to particular chords, producing the sensation of a genuine live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Together, they established the foundations for an unlikely billion-dollar series that had a remarkable impact on numerous musicians included, showcasing decades-old bands to millions of younger players.
A former executive, former COO of Harmonix, remembers the initial budgetary hurdles in securing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain it would fail. However, when the game took off, album purchases airtime increased, everyone wanted to participate.”
He adds: “One of the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their children to the music they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series revived classic rock back into vogue: “The game offered a larger, younger audience. Typically such music was considered music that was past it, but then when it was included in the title and teenagers discovered it, suddenly it became trendy. That legitimised it, and got rid of the outdated label. It provided all our music renewed popularity.”
At that time, the band's debut album remained not available in the US, so the game was a key medium of discovery for the band as they went on US tour supporting the rock giants. “Their crew had on Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on each band’s catalogue and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money than any of their studio albums. It moved well over half a million units upon release, and demand for their songs saw an increase of up to 40% during an era as the industry was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Recently, an online personality completed a remarkable feat featuring the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. The song is challenging enough on the hardest setting, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. They stated requiring months of practice of practice.
“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use a real gun and go to war,” says musician the artist.
The band had already wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors calling to tell me that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it risked overshadow all other the band has done. Last year, the track was used in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy of a Plastic Guitar
The best marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural urge to make music, and their goal was to leverage innovation to allow people to do it”.
The majority installments came out over a mere half-decade between 2005 and 2010, featuring spin-offs such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Games like the fan project and newer releases have kept the community alive, with set to be a new product from the founders in development. Recently formed developers has begun work on its debut music game. The initial creators are participating as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?
“Our team believed such titles could be similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason for it to persist with new generations.”