It has been 20 years after the legendary game first launched in North America, giving players everywhere the tools to feel like a rock star. Not in reality, but try telling that someone who's mastered the epic four-minute guitar solo before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the display in time with a song. Each riff mimicked specific notes, creating the feel of an authentic live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with the publisher, later purchased by Activision in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar franchise which made a remarkable influence on numerous of the artists featured, showcasing decades-old groups to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the early budgetary hurdles of licensing the recordings – even though the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the cost was so high,” he says. “Even with the publishing rights alone, it was nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once the game took off, album purchases and radio play increased, all artists desired to be in.”
He continues: “One of the amazing things was how many mothers and fathers got in touch and thanked us for exposing their children to the songs they adored. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series revived classic rock back into vogue: “The game offered a larger, new demographic. Generally this had been seen as music that was past it, but then once it got included in the game young people were finding it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave all our music a new life.”
At that time, the band's debut album remained unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the group as they went on US tour supporting AC/DC. “Their crew had on the song during travel, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the group more money compared to their records. It sold well over 500,000 copies upon release, while sales of their songs saw an increase of up to 40% during an era when the music business was already collapsing.
Guitar Hero still motivates quick-handed fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. This track is challenging even in the hardest setting, let alone played at double speed while hitting every one of the thousands of cues. The streamer claimed it took months of practice of practice.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should use a real gun and enlist,” says DragonForce guitarist the artist.
DragonForce had already completed a successful tour before their hit appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing all other the band has done. Last year, the track was used in promotional material for a major film. “In the past I felt differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got their own path in music and I’m glad we played a role in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for cars, clothes or video games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon on the stage. Since the beginning, the creators believed there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games came out in just a half-decade between 2005 and 2010, including spin-offs like DJ Hero, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Games like the fan project and newer releases have maintained the scene alive, with expectations of something from the original publisher in development. A new studio has begun production on their first rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed such titles could be similar to sports games where you can releases,” he remarks. “With abundant new music that it could be evergreen, thus I remain optimistic. There’s no reason for it to persist with new generations.”