Marking two decades after the legendary game hit the market across the Atlantic, giving everyday gamers the tools to feel like a rock star. Figuratively speaking, but try convincing anyone who has mastered the epic lengthy guitar solo before a packed living-room audience.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to a song. Every sequence corresponded to specific notes, creating the sensation of a genuine live show.
Harmonix previously experimented with rhythm games before partnering with RedOctane, later acquired by Activision during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable franchise which made a significant influence on numerous musicians featured, introducing decades-old groups to a new generation of younger players.
A former executive, former COO from the developer, recalls the initial budgetary hurdles of licensing the songs – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music since the cost was so high,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like 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 increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of parents reached out expressing gratitude for introducing their children to the music they loved. It evolved into a multigenerational thing.”
Classic Rock Gains a New Audience
Irish group one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls how the series brought classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Generally such music was considered music that was past it, however when it was featured on the title young people discovered it, suddenly it was cool. This validated it, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”
In 2008, the band's debut album remained not available in the US, meaning the game was a key medium of discovery for the band as they went on US tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band more money compared to their studio albums. It sold well over 500,000 copies upon release, while sales of their songs rose of up to 40% during an era when the music business faced decline.
Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. The song is challenging even in expert mode, not to mention played at double speed while hitting a single one of its near 4,000 notes. They claimed requiring nine months of practice.
“The game offers a, fantasy thing. If you play other games, it doesn't imply you should use a real gun and enlist,” says musician the artist.
The band previously completed a profitable run when their hit appeared in the third game, yet he explains it turned them into widely recognized. “I recall our distributors informing us that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure 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. “In the past I thought differently, but now I accept it,” Li says. “Should you just hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive human desire to make music, and their goal was to use technology to allow people to participate”.
Most installments were released in just a half-decade from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Titles like the fan project and newer releases have kept the scene alive, with expectations of a new product from the founders in development. Recently formed developers has begun production on their first rhythm-based title. The initial creators are participating in advisory roles. Are gamers ready to embrace another game following Guitar Hero?
“We thought those games might become like Madden allowing annual releases,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”