It has been 20 years since the legendary game debuted in North America, providing players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who's nailed Free Bird’s lengthy instrumental break before a packed crowd of friends.
Developed by the developers, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to the music. Each riff mimicked particular chords, creating the sensation of an authentic live show.
Harmonix had already tried its hand in the music genre prior to teaming up with the publisher, later acquired by Activision in 2006. Collaboratively, they laid the groundwork for a surprising massively profitable series that had a significant impact for many musicians included, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, recalls the initial budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced every song because the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, album purchases airtime were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for exposing their kids to the music they adored. It evolved into an intergenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band the Answer included their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series brought classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Generally such music was seen as music that was past it, but then once it got included in the title young people were finding it, abruptly it was cool. That legitimised it, and got rid of the outdated label. It gave our catalog renewed popularity.”
In 2008, the band's debut album remained unreleased in the US, so the game served as a primary platform of discovery for the group during their US tour supporting the rock giants. “Their crew were playing the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group more money compared to their records. It sold more than half a million copies in its first week, and sales of Aerosmith’s music rose of up to 40% during an era as the industry faced decline.
The series still motivates nimble-fingered dedication within the community. Earlier this year, an online personality completed a remarkable feat 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 personalization features. This track is challenging enough on the hardest setting, let alone performed at double speed and without missing a single one of the thousands of cues. They stated it took nine months to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” notes musician the artist.
DragonForce previously completed a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I recall the record label informing us that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has risked overshadow all other the band has done. Recently, the song featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Impact of a Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring derivative titles like the DJ version, including a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a short-lived revival several years later.
Games such as Clone Hero and Fortnite Festival have kept the scene active, and there’s set to be something from the founders on the way. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace a new entry following Guitar Hero?
“Our team believed such titles could be like Madden allowing annual update every year,” he remarks. “With abundant new music it could remain perennially popular, thus I remain optimistic. There’s no reason for it to continue with new generations.”