It has been two decades since Guitar Hero hit the market across the Atlantic, giving players everywhere the means to feel like rock legends. Not in reality, but try convincing someone who has mastered the epic lengthy instrumental break before an enthusiastic living-room audience.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to a song. Every sequence mimicked specific notes, creating the feel of an authentic performance.
The studio previously tried its hand with rhythm games before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable series which made a significant impact for many musicians included, introducing decades-old groups to millions of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the initial financial challenges of licensing the songs – despite the fact initial releases primarily featured cover versions.
“We reproduced every song since the dollar figure prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to participate.”
He continues: “One of the amazing things was how many parents reached out expressing gratitude for introducing their children to the music they adored. It evolved into a multigenerational thing.”
Classic Rock Gains a New Audience
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist the artist remembers how the series revived classic rock back into vogue: “The game offered a bigger, younger audience. Typically such music was seen as music that was past it, however once it got included in the title and teenagers were finding it, suddenly it became trendy. This validated the genre, and got rid of the outdated label. It provided our catalog renewed popularity.”
At that time, the Answer’s debut album remained unreleased stateside, meaning Guitar Hero was a key medium of discovery for the group as they went on US tour opening for the rock giants. “Their crew had on Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Influence
Music's biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around their music collections and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their studio albums. It sold more than 500,000 copies upon release, while sales of Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.
The series continues to inspire quick-handed dedication within the community. Earlier this year, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. The song is difficult enough on the hardest setting, let alone played at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed it took months of practice of practice.
“The game offers a, imaginary experience. If you play other games, it doesn't imply you ought to pick up a real gun and enlist,” notes musician Herman Li.
The band had already completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors informing us that our selling albums rapidly,” he says. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it has threatened to overshadow everything else the band has done. Recently, the track featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Impact of a Iconic Controller
The best marketing, whether it’s for automobiles, clothes or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the co-founders believed humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.
Games such as Clone Hero and newer releases have kept the scene alive, with set to be something from the founders in development. A new studio has begun production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles could be like Madden where you can update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”