Marking two decades after Guitar Hero hit the market in North America, giving players everywhere the tools to feel like a rock star. Not in reality, though you'd be hard-pressed convincing someone who has mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to a song. Every sequence mimicked specific notes, creating the sensation of an authentic live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely massively profitable series that had a remarkable influence on numerous of the artists featured, showcasing decades-old bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles in securing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced all the music because the dollar figure was so high,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game became a hit, and record sales airtime increased, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many parents reached out and thanked us for exposing their kids to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Irish group one featured act included their track in the 2008 release the popular installment. Lead musician the artist recalls the way the game brought classic rock back into vogue: “The game offered a bigger, new demographic. Typically this had been considered music that was past it, however once it got included in the game young people discovered it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”
In 2008, the band's first record was still not available stateside, meaning the game served as a primary platform of discovery for the group as they went on a North American tour opening for the rock giants. “The roadies had on the song on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Major Band Titles Enduring Influence
Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions centered around each band’s catalogue and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their records. It sold more than 500,000 units in its first week, while demand for their songs saw an increase of up to 40% at a time when the music business faced decline.
The series continues to inspire quick-handed dedication within the community. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive personalization features. The song is challenging enough on expert mode, let alone played at double speed while hitting every one of the thousands of cues. The streamer claimed requiring nine months of practice.
“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to use a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a successful tour before their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors calling to tell me that we were records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of top acts at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it 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 thought otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we played a role in fans' experiences”.
The Lasting Impact from the Plastic Guitar
The best promotion, be it for cars, clothes or games, goes further than selling something – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive urge to create songs, 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, featuring derivative titles like the DJ version, including a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a short-lived revival several years later.
Games like the fan project and Fortnite Festival have kept the scene active, and there’s expectations of something from the original publisher on the way. Recently formed developers has entered work on their first music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry following the classic?
“We thought such titles might become like Madden allowing annual releases,” he remarks. “There’s so much new music it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to persist for future fans.”