It has been two decades since Guitar Hero first launched in North America, giving everyday gamers the opportunity to feel like rock legends. Not literally, but try telling that someone who's nailed Free Bird’s lengthy instrumental break in front of a packed crowd of friends.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with the music. Every sequence corresponded to specific notes, producing the sensation of an authentic live show.
Harmonix previously experimented in the music genre before partnering with RedOctane, later purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising billion-dollar series that had a significant influence for many musicians included, showcasing decades-old groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the recordings – despite the fact initial releases primarily featured cover versions.
“We reproduced every song since the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure bands like 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, and record sales airtime increased, everyone wanted to participate.”
He adds: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their children to the music they adored. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series revived classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Typically this had been seen as music that was past it, but then when it was featured on the title and teenagers were finding it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
In 2008, the Answer’s debut album remained not available stateside, so the game was a key medium for exposure for the group during their US tour supporting the rock giants. “Their crew were playing the song during travel, and some of them knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Influence
Rock’s heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the group greater revenue compared to their records. It moved more than 500,000 copies upon release, and demand for their songs saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Recently, an online personality completed a remarkable feat featuring the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. This track is difficult even in the hardest setting, not to mention performed at double speed and without missing every one of the thousands of cues. They claimed it took months of practice of practice.
“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” says DragonForce guitarist the artist.
DragonForce previously completed a successful tour when Through the Fire and Flames was featured in the third game, but Li says it made them widely recognized. “I recall the record label informing us that our selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy of a Iconic Controller
Top-tier promotion, be it for cars, clothes or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a rock star on the stage. Since the beginning, the creators believed there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to participate”.
Most installments were released in just a five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback several years later.
Titles like the fan project and Fortnite Festival have kept the community alive, and there’s set to be a new product from the founders in development. A new studio has begun production on its debut rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual releases,” he remarks. “With abundant new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue for future fans.”