It has been 20 years after the legendary game hit the market across the Atlantic, offering players everywhere the tools to become rock legends. Not literally, but try telling that anyone who's nailed the epic four-minute instrumental break before a packed living-room audience.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues scrolling down the screen synchronized to a song. Every sequence mimicked particular chords, creating the sensation of an authentic performance.
Harmonix had already experimented with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise that had a remarkable influence on numerous of the artists featured, introducing classic groups to millions of gaming enthusiasts.
A former executive, former COO from the developer, remembers the early budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured cover versions.
“We rerecorded every song because the cost prohibitive,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and our team was fairly certain it would fail. But once the game took off, album purchases and radio play were going up, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their children to the music they adored. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought older hits back into vogue: “The game offered a bigger, younger audience. Typically such music was considered music that was past it, however once it got featured on the game young people were finding it, suddenly it became trendy. This validated the genre, eliminating the outdated label. It provided all our music a new life.”
In 2008, the band's first record remained not available in the US, so Guitar Hero was a key medium of discovery for the group during their US tour supporting the rock giants. “The roadies were playing the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Influence
Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on their music collections and related stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their studio albums. It moved more than 500,000 copies upon release, while demand for their songs saw an increase significantly during an era when the music business was already collapsing.
The series still motivates quick-handed dedication within the community. Earlier this year, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. This track is challenging even in the hardest setting, not to mention played at double speed and without missing every one of the thousands of cues. The streamer stated it took nine months of practice.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you ought to pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
The band previously completed a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I recall the record label calling to tell me that we were records were moving rapidly,” he shares. “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 was so immense that it threatened to eclipsing everything else accomplishments. Last year, the song featured in promotional material for a major film. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has a unique musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Legacy from the Plastic Guitar
The best promotion, be it for automobiles, clothes or video games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders felt that humans have a natural human desire to create songs, and they wanted to use technology to enable everyone to do it”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, aside from a brief comeback several years later.
Titles like Clone Hero and newer releases have maintained the scene active, with expectations of a new product from the founders in development. A new studio has entered work on their first music game. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game following the classic?
“Our team believed those games could be similar to sports games allowing annual update every year,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”