Marking 20 years since Guitar Hero debuted across the Atlantic, giving players everywhere the opportunity to feel like rock legends. Not in reality, but try convincing someone who's mastered the epic four-minute instrumental break before an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the display synchronized to a song. Every sequence mimicked particular chords, producing the feel of a genuine live show.
Harmonix had already tried its hand with rhythm games before partnering with RedOctane, which was acquired by Activision in 2006. Together, they established the groundwork for an unlikely massively profitable series that had a remarkable impact for many musicians featured, introducing decades-old groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, remembers the early financial challenges in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the cost was so high,” he says. “Despite having the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to be in.”
He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the songs they adored. It became a multigenerational thing.”
Timeless Music Gains a New Audience
Irish blues-rock band the Answer had their track on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game brought older hits back into vogue: “The game offered a bigger, new demographic. Typically such music was seen as outdated material, however once it got included in the game and teenagers were finding it, suddenly it was cool. That legitimised the genre, and got rid of the outdated tag. It gave our catalog a new life.”
In 2008, the Answer’s first record remained not available in the US, meaning Guitar Hero served as a primary platform of discovery for the band as they went on US tour supporting the rock giants. “The roadies were playing the song during travel, and some of them knew us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band greater revenue than any of their studio albums. It moved well over 500,000 units in its first week, and demand for their songs saw an increase of up to 40% during an era as the industry faced decline.
The series still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality completed a remarkable feat featuring the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of personalization features. The song is difficult even in expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. The streamer claimed it took nine months of practice.
“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up a real gun and go to war,” says DragonForce guitarist the artist.
The band previously wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label informing us that we were records were moving like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it has risked eclipsing everything else the band has done. Last year, the song was used in a trailer for a major film. “In the past I thought differently, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or video games, extends beyond than selling something – it evokes a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon in the spotlight. From day one, the co-founders felt that there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to participate”.
The majority installments were released in just a five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, except for a brief comeback several years later.
Games such as the fan project and newer releases have kept the community active, with set to be something from the original publisher in development. Recently formed developers has begun production on their first rhythm-based title. The initial creators are participating in advisory roles. Are gamers 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. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”