It has been 20 years after the legendary game hit the market in North America, providing players everywhere the means to become rock legends. Figuratively speaking, but try convincing anyone who has nailed Free Bird’s four-minute instrumental break in front of a packed living-room audience.
Developed by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes moving along the screen synchronized to the music. Each riff corresponded to specific notes, producing the feel of a genuine live show.
Harmonix previously experimented in the music genre before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for a surprising billion-dollar franchise which made a remarkable influence on numerous of the artists included, showcasing classic bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the songs – despite the fact the first two games mostly used cover versions.
“We reproduced every song since the cost prohibitive,” he explains. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, everyone wanted to participate.”
He adds: “Among the amazing things was how many parents reached out expressing gratitude for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series brought older hits back into vogue: “The game provided a larger, younger audience. Typically such music was seen as outdated material, however when it was included in the title and teenagers discovered it, abruptly it became trendy. This validated the genre, and got rid of the outdated label. It gave our catalog renewed popularity.”
At that time, the band's debut album remained unreleased in the US, meaning the game was a key medium for exposure for the band as they went on a North American tour opening for AC/DC. “The roadies had on the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It sold more than half a million units in its first week, and sales of Aerosmith’s music saw an increase significantly during an era when the music business faced decline.
Guitar Hero still motivates quick-handed dedication within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is challenging enough on expert mode, let alone performed at increased tempo and without missing every one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use a real gun and go to war,” notes musician the artist.
The band previously wrapped up a profitable run when Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it risked eclipsing all other accomplishments. 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, that's fine – each person has a unique path in music and I'm pleased we played a role of people’s lives”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, clothes or games, extends beyond 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 rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games were released in just a five-year period from 2005 to 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have kept the community alive, with set to be a new product from the founders on the way. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games might become similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”