Marking 20 years after Guitar Hero hit the market across the Atlantic, giving players everywhere the means to feel like a rock star. Not literally, but try convincing someone who's mastered the epic lengthy guitar solo in front of a packed living-room audience.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the screen in time with a song. Each riff mimicked specific notes, creating the feel of a genuine live show.
The studio had already experimented in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar series that had a significant impact on numerous musicians featured, introducing decades-old bands to millions of younger players.
A former executive, former COO of Harmonix, remembers the early budgetary hurdles of licensing the songs – even though the first two games primarily featured cover versions.
“We rerecorded all the music since the dollar figure prohibitive,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game took off, album purchases airtime were going up, all artists desired to participate.”
He adds: “One of the amazing things was the number of parents reached out and thanked us for exposing their kids to the songs they adored. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Generally such music was considered outdated material, but then when it was featured on the game and teenagers discovered it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”
In 2008, the Answer’s first record remained unreleased stateside, meaning the game was a key medium for exposure for the group as they went on US tour opening for AC/DC. “The roadies were playing the song during travel, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their records. It moved more than 500,000 units upon release, and demand for their songs rose significantly during an era as the industry faced decline.
The series continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult even in the hardest setting, let alone performed at double speed and without missing every one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
The band had already completed a successful tour when their hit was featured in the third game, yet he explains it turned them into a household name. “I recall the record label calling to tell me that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it has threatened to overshadow everything else accomplishments. Recently, the song was used in a trailer for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what we were trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders believed humans have a natural urge to create songs, and they wanted 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, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback several years later.
Titles like the fan project and newer releases have kept the scene alive, and there’s expectations of a new product from the founders on the way. A new studio has entered production on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games where you can releases,” he remarks. “There’s so much new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to persist for future fans.”