It has been two decades since Guitar Hero debuted across the Atlantic, offering players everywhere the tools to feel like rock legends. Not literally, though you'd be hard-pressed convincing someone who's mastered the epic lengthy guitar solo before a packed living-room audience.
Developed by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the display synchronized to the music. Every sequence mimicked specific notes, producing the sensation of an authentic live show.
Harmonix had already tried its hand with rhythm games before partnering with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a remarkable impact on numerous musicians included, introducing decades-old bands to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the recordings – despite the fact the first two games primarily featured cover versions.
“We rerecorded every song since the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their kids to the songs they loved. It became an intergenerational phenomenon.”
Timeless Music Gains a New Audience
Irish group one featured act had their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero provided a larger, younger audience. Generally this had been seen as outdated material, but then when it was featured on the title and teenagers were finding it, suddenly it was cool. That legitimised it, and got rid of the outdated tag. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album was still unreleased in the US, meaning the game served as a primary platform of discovery for the band during their a North American tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Impact
Music's heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their studio albums. It moved more than half a million units upon release, while demand for their songs rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. This track is difficult even in expert mode, not to mention played at double speed while hitting a single one of the thousands of cues. They claimed requiring nine months to accomplish.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you should pick up a real gun and go to war,” says DragonForce guitarist the artist.
The band previously completed a profitable run when Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I remember our distributors informing us that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it risked overshadow everything else the band has done. Recently, the track was used in a trailer for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has their own path in music and I’m glad we’ve been part of people’s lives”.
Enduring Impact from the Plastic Guitar
Top-tier marketing, be it for cars, apparel or video games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “Precisely what we were trying to create,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the creators believed humans have a natural human desire to create songs, and their goal was to use technology to allow people to participate”.
The majority installments came out in just a half-decade between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.
Games like the fan project and newer releases have kept the community active, and there’s set to be a new product from the founders in development. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?
“Our team believed such titles might become similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”