Marking two decades after the legendary game debuted across the Atlantic, giving players everywhere the tools to feel like a rock star. Not literally, though you'd be hard-pressed telling that someone who's nailed the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Each riff corresponded to specific notes, producing the feel of a genuine live show.
Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, which was acquired by Activision during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable franchise that had a remarkable influence for many musicians featured, introducing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the cost was so high,” he says. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced the project would flop. However, when the game became a hit, album purchases and radio play were going up, all artists desired to be in.”
He adds: “One of the amazing things was how many parents got in touch expressing gratitude for introducing their kids to the music they adored. It evolved into a multigenerational thing.”
Timeless Music Gains a New Audience
Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game brought older hits back into vogue: “The game offered a larger, younger audience. Generally this had been seen as outdated material, but then once it got featured on the title young people were finding it, suddenly it became trendy. This validated it, and got rid of the outdated label. It gave all our music renewed popularity.”
In 2008, the band's debut album was still not available stateside, so the game served as a primary platform of discovery for the band during their US tour opening for the rock giants. “The roadies had on the song on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their studio albums. It sold well over 500,000 copies upon release, while demand for their songs saw an increase of up to 40% during an era when the music business was already collapsing.
Guitar Hero still motivates quick-handed fanaticism within the community. Earlier this year, a streamer completed a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay but an array of personalization features. This track is difficult enough on the hardest setting, not to mention played at increased tempo and without missing every one of the thousands of cues. They stated requiring nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you should use actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames was featured in the third game, but Li says it made them widely recognized. “I remember the record label informing us that we were selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it risked eclipsing everything else accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – each person has their own path in music and I’m glad we played a role of people’s lives”.
Enduring Impact of a Iconic Controller
The best marketing, be it for cars, clothes or video games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the creators believed there’s an instinctive urge to create songs, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Games like Clone Hero and newer releases have maintained the community alive, with expectations of a new product from the founders in development. Recently formed developers has begun production on its debut music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of the classic?
“Our team believed those games might become similar to sports games where you can releases,” he remarks. “There’s so much new music it could remain perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”