It has been two decades after the legendary game hit the market in North America, giving players everywhere the means to feel like a rock star. Not literally, but try convincing anyone who has nailed the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the display synchronized to a song. Each riff corresponded to particular chords, producing the sensation of an authentic performance.
The studio had already tried its hand with rhythm games before partnering with RedOctane, later purchased by Activision in 2006. Together, they laid the foundations for an unlikely massively profitable franchise which made a significant impact for many musicians featured, showcasing decades-old bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the songs – despite the fact initial releases mostly used cover versions.
“We reproduced every song because the cost prohibitive,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure bands like legendary groups – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when the game became a hit, album purchases airtime increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was the number of parents got in touch and thanked us for exposing their kids to the music they adored. It evolved into a multigenerational thing.”
Classic Rock Finds a New Audience
Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought classic rock back into vogue: “The game offered a bigger, new demographic. Generally such music was considered music that was past it, but then once it got included in the game and teenagers were finding it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music a new life.”
In 2008, the Answer’s debut album was still unreleased stateside, so Guitar Hero was a key medium for exposure for the group as they went on a North American tour opening for the rock giants. “The roadies had on the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their studio albums. It moved well over 500,000 units upon release, while demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.
The series continues to inspire quick-handed dedication within the community. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. The song is difficult enough on expert mode, let alone played at increased tempo and without missing a single one of its near 4,000 notes. They stated it took months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you should pick up actual weapons and go to war,” notes musician the artist.
The band previously wrapped up a successful tour before Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I remember the record label informing us that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it has threatened to overshadow all other the band has done. Recently, the song was used in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
The best marketing, be it for automobiles, apparel or games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural urge to create songs, and they wanted to leverage innovation to enable everyone to participate”.
The majority installments were released in just a half-decade between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have maintained the scene alive, and there’s set to be something from the founders in development. A new studio has begun work on their first rhythm-based title. The initial creators are participating as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?
“We thought such titles might become like Madden where you can releases,” he remarks. “There’s so much new music it could remain evergreen, thus I remain optimistic. There’s no reason for it to continue with new generations.”