It has been two decades after the legendary game first launched across the Atlantic, providing everyday gamers the opportunity to become rock legends. Figuratively speaking, but try telling that anyone who's nailed the epic lengthy guitar solo before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to the music. Every sequence corresponded to specific notes, creating the feel of a genuine performance.
Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Together, they established the foundations for an unlikely billion-dollar series which made a remarkable impact on numerous of the artists featured, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the early financial challenges of licensing the songs – even though the first two games mostly used rerecorded tracks.
“We rerecorded all the music because the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, and record sales airtime increased, everyone wanted to be in.”
He adds: “One of the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series brought classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Generally such music was considered music that was past it, however once it got included in the title young people discovered it, abruptly it became trendy. That legitimised the genre, and got rid of the outdated tag.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 stateside, so the game served as a primary platform for exposure for the group as they went on a North American tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and associated lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue compared to their studio albums. It moved well over 500,000 units in its first week, and demand for Aerosmith’s music rose significantly during an era as the industry was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. The song is challenging enough on the hardest setting, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.
“The game offers a, fantasy thing. If you play other games, it doesn't imply you should pick up actual weapons and enlist,” notes musician Herman Li.
The band previously wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that we were records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it has risked overshadow everything else the band has done. Last year, the track featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – each person has a unique musical journey and I’m glad we played a role in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best marketing, be it for cars, apparel or video games, goes further than selling something – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the co-founders felt that humans have a natural human desire to create songs, and their goal was to use technology to allow people to participate”.
The majority installments came out in just a five-year period between 2005 and 2010, including derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Titles like the fan project and newer releases have kept the scene alive, and there’s set to be a new product from the founders in development. A new studio has begun production on its debut music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“Our team believed those games could be like Madden where you can update every year,” he remarks. “There’s so much new music that it could be evergreen, thus I remain optimistic. It's entirely possible for it to persist with new generations.”