It has been two decades since the legendary game first launched in North America, providing everyday gamers the means to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who has nailed the epic four-minute instrumental break in front of an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the screen in time with the music. Every sequence mimicked particular chords, producing the feel of an authentic live show.
Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Together, they established the foundations for a surprising billion-dollar franchise which made a significant influence for many of the artists featured, showcasing decades-old groups to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded every song since the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. But once the game took off, album purchases airtime increased, everyone wanted to participate.”
He adds: “One of the remarkable aspects was how many parents reached out and thanked us for exposing their children to the songs they loved. It became a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought classic rock back into vogue: “The game offered a larger, younger audience. Typically this had been seen as outdated material, but then once it got included in the game and teenagers discovered it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided all our music renewed popularity.”
At that time, the band's first record remained not available in the US, meaning the game was a key medium for exposure for the band as they went on US tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their records. It moved more than 500,000 copies in its first week, while sales of Aerosmith’s music rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. This track is difficult even in expert mode, let alone performed at double speed while hitting a single one of its near 4,000 notes. They stated it took nine months to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you ought to use a real gun and go to war,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a profitable run before their hit was featured in the third game, yet he explains 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 top acts at the event.”
Indeed, the band's visibility via the game was so immense that it has risked eclipsing all other the band has done. Recently, the song featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
The best promotion, whether it’s for cars, apparel or games, goes further than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.
Games like the fan project and Fortnite Festival have kept the scene active, with expectations of something from the original publisher on the way. Recently formed developers has begun production on its debut music game. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry following the classic?
“Our team believed such titles might become similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue with new generations.”