Marking 20 years after Guitar Hero first launched in North America, giving everyday gamers the opportunity to feel like rock legends. Not literally, but try telling that someone who has nailed the epic lengthy guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the display in time with the music. Each riff corresponded to specific notes, creating the sensation of a genuine performance.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar franchise that had a significant influence on numerous musicians included, showcasing decades-old groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the songs – even though the first two games primarily featured rerecorded tracks.
“We reproduced every song since the cost prohibitive,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once Guitar Hero took off, album purchases and radio play were going up, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many mothers and fathers got in touch and thanked us for introducing their kids to the music they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived classic rock back into vogue: “The game provided a larger, new demographic. Generally this had been considered music that was past it, however once it got included in the title young people discovered it, suddenly it became trendy. This validated it, eliminating the outdated tag. It provided our catalog a new life.”
At that time, the Answer’s first record remained not available stateside, so the game was a key medium for exposure for the group as they went on US tour opening for AC/DC. “The roadies had on the song on the tour bus, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their studio albums. It sold well over 500,000 copies in its first week, while sales of their songs rose significantly during an era when the music business faced decline.
The series still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. The song is challenging enough on expert mode, let alone performed at increased tempo and without missing a single one of the thousands of cues. The streamer stated requiring months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a profitable run before their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors calling to tell me that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of top acts at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it has risked overshadow all other the band has done. Last year, the track featured in a trailer for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact of a Iconic Controller
Top-tier marketing, be it for cars, clothes or video games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the co-founders believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
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 spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Titles such as Clone Hero and newer releases have maintained the community alive, and there’s set to be a new product from the founders in development. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games where you can releases,” he remarks. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”