Marking 20 years since the legendary game first launched across the Atlantic, giving players everywhere the means to become a rock star. Not in reality, but try telling that anyone who's nailed Free Bird’s four-minute instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display in time with the music. Each riff mimicked specific notes, creating the feel of a genuine live show.
Harmonix had already tried its hand with rhythm games before partnering with RedOctane, which was acquired by Activision in 2006. Together, they established the foundations for an unlikely billion-dollar series that had a significant influence for many musicians featured, showcasing classic groups to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music because the cost prohibitive,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were fairly certain it would fail. However, when the game became a hit, and record sales airtime increased, all artists desired to be in.”
He adds: “Among the remarkable aspects was how many mothers and fathers reached out expressing gratitude for introducing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist the artist recalls the way the game brought older hits back into vogue: “The game offered a bigger, new demographic. Typically such music was considered music that was past it, but then once it got featured on the title and teenagers were finding it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the band's debut album remained unreleased in the US, so Guitar Hero served as a primary platform for exposure for the group as they went on US tour opening for AC/DC. “The roadies had on Never Too Late during travel, and several knew us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Impact
Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around their music collections and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their records. It sold more than half a million units in its first week, and demand for Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult enough on expert mode, not to mention performed at double speed while hitting every one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“The game offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” notes DragonForce guitarist the artist.
DragonForce previously completed a profitable run when their hit appeared in the third game, but Li says it made them a household name. “I recall our distributors informing us that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it threatened to eclipsing all other accomplishments. Last year, the track was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, whether it’s for cars, apparel or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including spin-offs such as the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a brief comeback in 2015.
Games like the fan project and newer releases have maintained the community active, with set to be a new product from the original publisher in development. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace another game following the classic?
“We thought such titles might become like Madden where you can releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”