It has been two decades since the legendary game first launched across the Atlantic, providing everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try telling that someone who's mastered Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to the music. Every sequence corresponded to particular chords, creating the feel of a genuine performance.
Harmonix had already experimented in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar series that had a significant influence for many musicians included, introducing classic bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song since the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to be in.”
He continues: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their children to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Typically such music was seen as outdated material, however when it was included in the title and teenagers discovered it, abruptly it was cool. That legitimised the genre, eliminating the outdated tag. It provided all our music a new life.”
In 2008, the band's debut album remained not available stateside, meaning Guitar Hero served as a primary platform of discovery for the band during their US tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money compared to their studio albums. It sold well over half a million copies in its first week, while sales of their songs rose 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 Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with almost identical mechanics and extensive personalization features. The song is difficult enough on the hardest setting, let alone performed at increased tempo while hitting 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, that doesn’t mean you ought to pick up actual weapons and enlist,” notes musician Herman Li.
DragonForce had already wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label calling to tell me that we were selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”
In fact, the band's visibility via the game was so immense that it threatened to eclipsing everything else accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has their own path in music and I’m glad we played a role of people’s lives”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, whether it’s for cars, clothes 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 being a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and they wanted to use technology to enable everyone to do it”.
The majority installments came out in just a five-year period from 2005 to 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.
Titles such as the fan project and newer releases have kept the scene active, and there’s set to be something from the original publisher in development. Recently formed developers has begun work on their first music game. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games could be like Madden where you can releases,” he remarks. “There’s so much new music it could remain perennially popular, thus I remain optimistic. There’s no reason for it to continue with new generations.”