Marking 20 years since Guitar Hero first launched in North America, providing players everywhere the tools to feel like rock legends. Not literally, though you'd be hard-pressed telling that someone who's nailed Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the display synchronized to the music. Each riff mimicked specific notes, creating the sensation of a genuine performance.
The studio previously tried its hand with rhythm games before partnering with RedOctane, later purchased by Activision during the mid-2000s. Together, they established the groundwork for a surprising massively profitable franchise which made a remarkable impact on numerous of the artists featured, showcasing decades-old bands to millions of younger players.
A former executive, former COO of Harmonix, remembers the early financial challenges in securing the songs – despite the fact initial releases primarily featured cover versions.
“We reproduced every song because the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. But once Guitar Hero took off, and record sales and radio play were going up, everyone wanted to participate.”
He adds: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their children to the music they loved. It became a multigenerational thing.”
Timeless Music Gains Younger Fans
Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series revived classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Typically this had been seen as outdated material, but then when it was included in the game young people discovered it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the Answer’s debut album was still not available stateside, meaning the game was a key medium of discovery for the group as they went on a North American tour supporting the rock giants. “The roadies had on the song during travel, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the band greater revenue than any of their studio albums. It sold more than 500,000 units upon release, while sales of Aerosmith’s music saw an increase significantly at a time when the music business faced decline.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with almost identical mechanics and extensive personalization features. This track is difficult even in expert mode, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label informing us that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”
In fact, the band's visibility via the game proved so vast that it threatened to eclipsing all other the band has done. Last year, the song featured in a trailer for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” he admits. “Should you just hear a single track, that's fine – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
Top-tier marketing, be it for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “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 urge to create songs, and their goal was to use technology to allow people to do it”.
Most of Guitar Hero games came out in just a five-year period from 2005 to 2010, including spin-offs like DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments died down, except for a short-lived revival in 2015.
Titles such as Clone Hero and newer releases have kept the scene alive, with expectations of something from the founders in development. A new studio has begun production on its debut music game. The initial creators are participating in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“We thought such titles might become like Madden where you can releases,” he remarks. “There’s so much new music it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to persist with new generations.”