It has been two decades since Guitar Hero hit the market across the Atlantic, offering players everywhere the means to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s lengthy instrumental break in front of a packed living-room audience.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with the music. Each riff corresponded to specific notes, creating the feel of an authentic live show.
Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the foundations for a surprising massively profitable franchise that had a remarkable influence on numerous musicians included, introducing classic bands to millions of younger players.
A former executive, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – despite the fact initial releases mostly used rerecorded tracks.
“We reproduced every song since the dollar figure was so high,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero took off, album purchases airtime increased, everyone wanted to participate.”
He continues: “One of the amazing things was the number of parents got in touch expressing gratitude for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls the way the game revived classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Generally such music was considered music that was past it, however when it was featured on the title and teenagers were finding it, suddenly it became trendy. This validated it, eliminating the outdated label. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album remained not available in the US, so the game served as a primary platform of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue compared to their records. It moved more than 500,000 copies upon release, while sales of their songs saw an increase of up to 40% during an era as the industry faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. The song is difficult enough on the hardest setting, let alone performed at double speed and without missing a single one of the thousands of cues. The streamer stated it took months of practice of practice.
“Guitar Hero is a fun, fantasy thing. Just as with other games, that doesn’t mean you should use a real gun and enlist,” says musician the artist.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I recall our distributors informing us that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it has risked eclipsing everything else accomplishments. Recently, the track featured in a trailer for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only listen to a single track, that's fine – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
Top-tier promotion, be it for cars, apparel or games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and they wanted to leverage innovation to allow people to do it”.
Most installments came out in just a five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Games such as the fan project and newer releases have kept the community alive, and there’s set to be something from the original publisher in development. A new studio has entered work on their first music game. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed such titles could be like Madden allowing annual releases,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”