Marking two decades since Guitar Hero hit the market across the Atlantic, offering everyday gamers the tools to become a rock star. Not in reality, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s four-minute instrumental break before a packed crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the display synchronized to the music. Every sequence mimicked specific notes, producing the feel of a genuine performance.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by Activision in 2006. Collaboratively, they established the foundations for a surprising massively profitable franchise which made a significant impact on numerous musicians featured, introducing decades-old groups to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the recordings – even though initial releases mostly used cover versions.
“We reproduced all the music since the cost prohibitive,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero took off, and record sales airtime increased, all artists desired to be in.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the music they loved. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls the way the game brought older hits to the forefront: “Guitar Hero provided a larger, younger audience. Generally this had been seen as music that was past it, however once it got featured on the game and teenagers were finding it, abruptly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
In 2008, the Answer’s first record was still not available stateside, so Guitar Hero served as a primary platform for exposure for the band during their US tour supporting the rock giants. “The roadies had on the song during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around their music collections and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their records. It sold more than half a million copies in its first week, while demand for Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
The series still motivates quick-handed dedication within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. This track is difficult enough on the hardest setting, not to mention performed at increased tempo and without missing every one of the thousands of cues. The streamer claimed it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you should pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I remember the record label informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it threatened to eclipsing everything else the band has done. Last year, the song was used in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy from the Plastic Guitar
Top-tier promotion, be it for automobiles, apparel or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of being a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural urge to make music, and they wanted to use technology to enable everyone to do it”.
Most installments were released in just a five-year period from 2005 to 2010, featuring spin-offs such as the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals died down, except for a brief comeback several years later.
Games such as Clone Hero and Fortnite Festival have kept the community alive, with set to be something from the original publisher on the way. A new studio has entered production on their first music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed such titles could be like Madden allowing annual releases,” he remarks. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible for it to continue for future fans.”