Marking two decades after the legendary game first launched across the Atlantic, giving everyday gamers the means to become a rock star. Not literally, but try telling that anyone who has nailed the epic lengthy guitar solo in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the display in time with a song. Every sequence mimicked particular chords, producing the sensation of an authentic live show.
The studio had already experimented with rhythm games before partnering with RedOctane, later purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely billion-dollar franchise that had a remarkable influence on numerous of the artists included, introducing decades-old groups to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the initial budgetary hurdles in securing the songs – even though initial releases mostly used cover versions.
“We rerecorded every song because the cost was so high,” he says. “Despite having the necessary permissions alone, it was extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game took off, album purchases and radio play increased, everyone wanted to participate.”
He adds: “One of the remarkable aspects was the number of mothers and fathers got in touch and thanked us for introducing their children to the music they adored. It became an intergenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon recalls the way the game brought classic rock to the forefront: “The game offered a larger, new demographic. Generally such music was considered outdated material, however once it got included in the title and teenagers were finding it, suddenly it was cool. That legitimised it, and got rid of the outdated tag. It provided all our music renewed popularity.”
At that time, the Answer’s debut album remained unreleased in the US, so the game served as a primary platform of discovery for the band as they went on a North American tour supporting the rock giants. “Their crew were playing Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their records. It moved more than 500,000 units upon release, while sales of their songs rose of up to 40% during an era when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. This track is difficult enough on expert mode, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” says musician the artist.
DragonForce had already completed a successful tour when their hit was featured in the third game, but Li says it turned them into widely recognized. “I remember our distributors informing us that we were records were moving rapidly,” he says. “It exploded when we next toured, and we performed just before top acts at the event.”
In fact, the band's visibility via the game was so immense that it threatened to eclipsing everything else the band has done. Last year, the song featured in promotional material for a major film. “In the past I thought differently, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – each person has a unique musical journey and I’m glad we played a role of people’s lives”.
Enduring Legacy from the Plastic Guitar
The best marketing, be it for cars, clothes or video games, goes further than selling something – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a music icon in the spotlight. From day one, the creators felt that humans have a natural urge to create songs, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Games like Clone Hero and Fortnite Festival have kept the scene active, and there’s set to be something from the founders on the way. A new studio has begun production on its debut music game. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?
“We thought those games might become like Madden where you can releases,” he remarks. “With abundant new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”