It has been two decades since the legendary game debuted in North America, offering players everywhere the tools to feel like a rock star. Not literally, though you'd be hard-pressed convincing someone who has mastered the epic four-minute instrumental break before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the display in time with the music. Each riff mimicked specific notes, creating the sensation of a genuine performance.
The studio had already tried its hand with rhythm games prior to teaming up with the publisher, later acquired by Activision in 2006. Together, they laid the foundations for an unlikely massively profitable series that had a remarkable impact on numerous musicians included, introducing classic groups to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded all the music since the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero took off, and record sales airtime were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was the number of parents got in touch and thanked us for exposing their kids to the music they adored. It became a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group the Answer included Never Too Late in the 2008 release the popular installment. Lead musician the artist recalls how the series brought older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Typically such music was seen as music that was past it, but then once it got featured on the game young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the outdated label. It gave our catalog a new life.”
In 2008, the Answer’s first record was still not available in the US, so Guitar Hero was a key medium for exposure for the group during their US tour opening for the rock giants. “The roadies were playing the song on the tour bus, and several knew us thanks to the game,” he notes.
Major Band Titles Enduring Influence
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band greater revenue than any of their records. It moved more than half a million units upon release, while demand for Aerosmith’s music rose significantly during an era as the industry faced decline.
The series still motivates quick-handed dedication within the community. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is difficult even in the hardest setting, let alone played at double speed while hitting a single one of its near 4,000 notes. The streamer stated it took nine months to accomplish.
“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you should use actual weapons and go to war,” says musician Herman Li.
DragonForce previously wrapped up a profitable run when their hit appeared in the third game, but Li says it turned them into a household name. “I recall our distributors calling to tell me that we were selling albums rapidly,” he says. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it risked eclipsing everything else accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear a single track, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
The best marketing, whether it’s for cars, apparel or games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a rock star on the stage. From day one, the creators believed humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including derivative titles like the DJ version, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival in 2015.
Titles such as the fan project and Fortnite Festival have maintained the community active, with expectations of something from the founders on the way. A new studio has begun work on their first music game. The initial creators are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?
“We thought those games might become similar to sports games where you can update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”