It has been 20 years after Guitar Hero first launched across the Atlantic, offering players everywhere the tools to become a rock star. Figuratively speaking, but try telling that someone who's mastered the epic lengthy guitar solo in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with a song. Each riff corresponded to specific notes, creating the feel of a genuine live show.
The studio previously experimented in the music genre prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar series which made a significant impact on numerous of the artists included, introducing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song because the dollar figure was so high,” he says. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game took off, and record sales airtime were going up, everyone wanted to be in.”
He continues: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their children to the music they loved. It became a multigenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game revived classic rock back into vogue: “The game offered a larger, new demographic. Typically this had been seen as music that was past it, but then once it got featured on the title young people discovered it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
At that time, the Answer’s debut album remained unreleased in the US, so Guitar Hero was a key medium of discovery for the group as they went on a North American tour opening for the rock giants. “The roadies had on the song during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around their music collections and related stories, visuals and legendary status. In the case of, the Aerosmith edition, it was said to have made the group more money compared to their records. It moved more than half a million copies in its first week, and sales of their songs rose significantly at a time when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer completed an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. The song is challenging even in expert mode, let alone performed at double speed and without missing a single one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“The game is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” says DragonForce guitarist the artist.
DragonForce previously wrapped up a successful tour before their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label informing us that our selling albums like crazy,” he says. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing all other accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “In the past I felt otherwise, 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’ve been part of people’s lives”.
The Lasting Legacy of a Plastic Guitar
Top-tier promotion, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the co-founders believed humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including derivative titles such as the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, except for a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have maintained the scene active, with set to be a new product from the original publisher on the way. A new studio has begun work on their first music game. The initial creators are participating in advisory roles. Is the world prepared to welcome another game following the classic?
“We thought those games could be similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to continue for future fans.”