It has been two decades after the legendary game debuted in North America, providing everyday gamers the means to feel like a rock star. Figuratively speaking, but try telling that someone who's mastered the epic four-minute guitar solo in front of a packed living-room audience.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the screen in time with the music. Every sequence corresponded to particular chords, producing the sensation of a genuine performance.
Harmonix had already tried its hand with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Together, they established the groundwork for a surprising massively profitable series that had a significant impact on numerous musicians included, introducing classic bands to millions of gaming enthusiasts.
A former executive, former COO from the developer, remembers the initial financial challenges of licensing the songs – despite the fact the first two games primarily featured cover versions.
“We reproduced all the music since the cost was so high,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game became a hit, album purchases and radio play were going up, everyone wanted to participate.”
He adds: “Among the amazing things was how many mothers and fathers got in touch and thanked us for introducing their children to the songs they loved. It became a multigenerational thing.”
Classic Rock Finds a New Audience
Northern Irish group the Answer had their track on the 2008 game the popular installment. Guitarist the artist remembers how the series brought classic rock back into vogue: “Guitar Hero provided a bigger, younger audience. Typically such music was considered outdated material, but then once it got featured on the title young people were finding it, suddenly it was cool. That legitimised it, eliminating the outdated tag. It gave all our music a new life.”
At that time, the Answer’s debut album remained not available stateside, so Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their records. It sold well over half a million units upon release, and demand for their songs rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero still motivates quick-handed fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. The song is challenging enough on the hardest setting, let alone performed at double speed while hitting every one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you should pick up a real gun and enlist,” says musician the artist.
The band had already completed 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 our records were moving rapidly,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it has threatened to eclipsing all other the band has done. Last year, the song featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, be it for cars, apparel or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the creators felt that humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.
Most installments came out over a mere half-decade from 2005 to 2010, including spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Games such as the fan project and newer releases have kept the scene active, and there’s set to be a new product from the founders on the way. Recently formed developers has begun production on their first music game. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought such titles could be similar to sports games allowing annual update every year,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”