It has been 20 years after Guitar Hero first launched across the Atlantic, providing players everywhere the means to become rock legends. Not in reality, though you'd be hard-pressed telling that anyone who's mastered the epic four-minute instrumental break before an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display in time with a song. Each riff corresponded to specific notes, producing the feel of an authentic live show.
The studio previously tried its hand with rhythm games before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable franchise which made a significant impact for many musicians featured, introducing classic bands to millions of younger players.
A former executive, former COO of Harmonix, recalls the initial budgetary hurdles in securing the recordings – even though the first two games primarily featured cover versions.
“We reproduced every song since the cost was so high,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. But once the game took off, and record sales airtime were going up, all artists desired to participate.”
He adds: “One of the amazing things was the number of parents got in touch expressing gratitude for introducing their kids to the music they loved. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist the artist remembers the way the game brought older hits back into vogue: “Guitar Hero provided a bigger, younger audience. Typically such music was seen as music that was past it, however once it got featured on the title young people were finding it, suddenly it became trendy. This validated the genre, eliminating the outdated tag. It gave our catalog a new life.”
In 2008, the Answer’s debut album was still unreleased stateside, meaning Guitar Hero was a key medium of discovery for the group as they went on US tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on each band’s catalogue and associated stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue compared to their records. It sold more than half a million units in its first week, while sales of their songs saw an increase significantly at a time as the industry faced decline.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a freeware game with almost identical gameplay but an array of personalization features. The song is difficult enough on expert mode, let alone performed at double speed while hitting a single one of the thousands of cues. The streamer claimed it took nine months of practice.
“Guitar Hero offers a, fantasy thing. Just as with other games, it doesn't imply you should use actual weapons and enlist,” says DragonForce guitarist the artist.
The band previously wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors calling to tell me that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow everything else accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept 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 of people’s lives”.
The Lasting Legacy from the Iconic Controller
The best marketing, be it for cars, apparel or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to do it”.
Most of Guitar Hero games came out in just a half-decade between 2005 and 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Titles like the fan project and newer releases have maintained the scene active, and there’s expectations of a new product from the original publisher in development. A new studio has entered production on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry following the classic?
“Our team believed those games might become similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks that it could be evergreen, thus I remain optimistic. There’s no reason for it to continue for future fans.”