Marking 20 years after the legendary game debuted in North America, giving everyday gamers the means to become rock legends. Figuratively speaking, but try convincing anyone who has nailed the epic lengthy guitar solo in front of an enthusiastic living-room audience.
Created by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues moving along the display synchronized to the music. Each riff corresponded to specific notes, creating the feel of an authentic performance.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, later purchased by Activision in 2006. Together, they laid the foundations for a surprising billion-dollar franchise which made a remarkable impact for many musicians included, introducing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero took off, and record sales and radio play increased, everyone wanted to participate.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their children to the music they adored. It became an intergenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish group the Answer had Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers the way the game brought classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Typically this had been considered outdated material, however once it got featured on the game young people discovered it, suddenly it became trendy. This validated it, and got rid of the ‘dad rock’ label. It gave our catalog a new life.”
In 2008, the Answer’s debut album remained not available in the US, so the game was a key medium for exposure for the band as they went on US tour opening for AC/DC. “Their crew were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated stories, visuals and legendary status. In the case of, the Aerosmith edition, it was said earned the group greater revenue compared to their studio albums. It moved well over half a million copies in its first week, and sales of their songs saw an increase significantly at a time when the music business faced decline.
Guitar Hero still motivates quick-handed fanaticism among its fans. Recently, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. The song is difficult even in expert mode, not to mention performed at double speed and without missing a single one of the thousands of cues. The streamer stated requiring nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you should use a real gun and enlist,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall the record label informing us that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has threatened to overshadow all other the band has done. Last year, the song was used in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, clothes or video games, goes further mere transactions – it inspires a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.
Games such as the fan project and newer releases have maintained the community alive, and there’s expectations of something from the original publisher on the way. Recently formed developers has entered work on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of the classic?
“Our team believed those games could be like Madden where you can releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”