It has been 20 years since Guitar Hero hit the market across the Atlantic, offering players everywhere the means to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who's mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Created by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with a song. Each riff corresponded to particular chords, producing the sensation of a genuine live show.
Harmonix previously experimented with rhythm games prior to teaming up with the publisher, which was acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable franchise that had a significant impact for many of the artists featured, introducing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the songs – even though initial releases mostly used cover versions.
“We rerecorded every song since the cost was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, all artists desired to be in.”
He continues: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived older hits back into vogue: “The game offered a larger, new demographic. Generally such music was seen as music that was past it, but then once it got featured on the title young people discovered it, suddenly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the band's first record remained not available in the US, so the game served as a primary platform of discovery for the band during their a North American tour supporting AC/DC. “The roadies were playing the song during travel, and several knew us from Guitar Hero,” he notes.
Major Band Titles and Lasting Influence
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized game editions centered around each band’s catalogue and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue 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.
The series still motivates quick-handed fanaticism within the community. Recently, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. The song is challenging enough on expert mode, not to mention played at increased tempo while hitting every one of the thousands of cues. They stated requiring months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, it doesn't imply you ought to pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
DragonForce previously completed a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall the record label informing us that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow all other the band has done. Recently, the track was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just hear a single track, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
The best promotion, whether it’s for automobiles, apparel or games, extends beyond than selling something – it inspires a longing. Was the game able to harness this? “Precisely what our team aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. Since the beginning, the creators believed humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.
Games such as the fan project and Fortnite Festival have maintained the scene alive, with set to be a new product from the founders in development. A new studio has begun production on its debut music game. The initial creators are participating as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“We thought such titles could be like Madden where you can update every year,” he remarks. “There’s so much new music it could remain evergreen, thus I remain hopeful. There’s no reason for it to continue with new generations.”