It has been two decades since Guitar Hero first launched in North America, offering players everywhere the tools to feel like rock legends. Not literally, though you'd be hard-pressed convincing anyone who's nailed the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to a song. Each riff mimicked particular chords, creating the feel of a genuine live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Together, they laid the foundations for an unlikely massively profitable series that had a significant impact on numerous of the artists featured, introducing classic groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the songs – even though initial releases mostly used cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like the Who – the publisher had virtually no money, and we were fairly certain the project would flop. However, when Guitar Hero took off, album purchases airtime increased, everyone wanted to be in.”
He adds: “One of the amazing things was the number of mothers and fathers reached out and thanked us for introducing their children to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived classic rock back into vogue: “The game provided a larger, new demographic. Typically such music was seen as outdated material, but then once it got included in the game young people discovered it, abruptly it became trendy. This validated the genre, and got rid of the outdated tag. It provided our catalog renewed popularity.”
At that time, the Answer’s debut album remained not available in the US, meaning Guitar Hero served as a primary platform for exposure for the group during their a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and associated lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the band more money than any of their records. It sold more than half a million units in its first week, while demand for Aerosmith’s music rose of up to 40% during an era as the industry faced decline.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical mechanics and extensive personalization features. The song is challenging enough on the hardest setting, let alone played at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up a real gun and go to war,” says musician Herman Li.
The band previously wrapped up a successful tour before their hit was featured in the third game, but Li says it turned them into a household name. “I remember our distributors calling to tell me that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it risked overshadow all other accomplishments. Recently, the track featured in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, be it for cars, apparel or video games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what we were trying to create,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments died down, except for a brief comeback in 2015.
Games like the fan project and Fortnite Festival have kept the community alive, and there’s set to be something from the original publisher on the way. A new studio has entered production on its debut music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles might become like Madden allowing annual releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”