It has been two decades since Guitar Hero hit the market across the Atlantic, giving everyday gamers the means to feel like a rock star. Not in reality, but try convincing someone who has mastered the epic lengthy guitar solo in front of a packed living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to the music. Each riff corresponded to particular chords, producing the feel of a genuine live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with the publisher, later acquired by Activision in 2006. Collaboratively, they established the groundwork for a surprising massively profitable series that had a remarkable influence for many musicians featured, showcasing classic groups to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced every song because the cost was so high,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced the project would flop. However, when the game took off, and record sales airtime were going up, everyone wanted to participate.”
He adds: “One of the remarkable aspects was how many parents got in touch expressing gratitude for introducing their children to the music they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought classic rock back into vogue: “Guitar Hero offered a larger, new demographic. Typically such music was seen as music that was past it, however once it got included in the game and teenagers were finding it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
At that time, the band's first record remained not available stateside, so the game served as a primary platform of discovery for the band during their US tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and several knew us from Guitar Hero,” he notes.
Major Band Titles and Lasting Influence
Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around their music collections and related lore, visuals and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue compared to their records. It moved more than half a million copies upon release, and demand for Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered dedication among its fans. Recently, a streamer completed an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar gameplay and extensive customisation options. The song is challenging even in the hardest setting, not to mention performed at double speed and without missing a single one of the thousands of cues. They claimed requiring months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you ought to pick up a real gun and enlist,” notes musician Herman Li.
DragonForce had already completed a successful tour when their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors informing us that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
Indeed, the band's visibility via the game proved so vast that it has risked eclipsing all other accomplishments. Recently, the track featured in promotional material for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, whether it’s for cars, apparel or video games, goes further mere transactions – it inspires a longing. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the creators believed humans have a natural urge to make music, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus on peripherals died down, aside from a brief comeback several years later.
Titles such as the fan project and newer releases have kept the community alive, with expectations of something from the original publisher in development. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?
“Our team believed such titles might become like Madden allowing annual releases,” he remarks. “There’s so much fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t continue for future fans.”