It has been 20 years after Guitar Hero first launched in North America, offering everyday gamers the means to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with a song. Every sequence mimicked specific notes, producing the feel of a genuine performance.
Harmonix had already experimented with rhythm games before partnering with RedOctane, later acquired by Activision in 2006. Together, they established the foundations for an unlikely massively profitable series which made a significant influence on numerous musicians included, introducing decades-old groups to a new generation of younger players.
A former executive, former COO of Harmonix, recalls the early budgetary hurdles of licensing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded every song since the dollar figure was so high,” he explains. “Even with the publishing rights alone, it was extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game became a hit, album purchases airtime increased, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their kids to the music they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group the Answer had their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series brought older hits to the forefront: “Guitar Hero provided a bigger, new demographic. Generally this had been considered music that was past it, however once it got featured on the game and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the band's first record was still not available stateside, so the game was a key medium of discovery for the group during their US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around their music collections and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the group more money than any of their studio albums. It moved well over half a million units in its first week, while sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. The song is challenging even in the hardest setting, let alone performed at increased tempo while hitting a single one of the thousands of cues. The streamer claimed it took months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up a real gun and enlist,” says musician Herman Li.
DragonForce had already wrapped up a successful tour before their hit appeared in the third game, yet he explains it made them a household name. “I remember the record label informing us that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed just before top acts at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it has threatened to eclipsing all other accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – each person has a unique path in music and I’m glad we played a role in fans' experiences”.
Enduring Legacy from the Plastic Guitar
The best marketing, be it for automobiles, apparel or video games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the creators felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to participate”.
The majority installments came out in just a five-year period from 2005 to 2010, including spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a brief comeback several years later.
Games like Clone Hero and newer releases have kept the community alive, and there’s set to be a new product from the founders on the way. Recently formed developers has entered work on its debut rhythm-based title. The initial creators are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games might become like Madden where you can releases,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”