It has been 20 years after the legendary game debuted in North America, giving players everywhere the means to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who has mastered the epic lengthy instrumental break before a packed living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the display synchronized to the music. Every sequence corresponded to particular chords, producing the sensation of an authentic performance.
Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant in 2006. Together, they laid the groundwork for an unlikely billion-dollar franchise that had a significant impact on numerous musicians included, introducing decades-old bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced all the music because the dollar figure was so high,” he explains. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. But once 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 reached out expressing gratitude for introducing their children to the songs they loved. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Typically such music was considered outdated material, however once it got featured on the title and teenagers were finding it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
At that time, the band's first record was still unreleased stateside, meaning the game was a key medium of discovery for the band as they went on a North American tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group greater revenue than any of their records. It moved more than half a million copies in its first week, while sales of Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.
The series still motivates nimble-fingered fanaticism among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with similar gameplay and extensive customisation options. This track is difficult even in expert mode, not to mention performed at double speed while hitting every one of its near 4,000 notes. They claimed it took months of practice of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and go to war,” notes musician the artist.
The band previously wrapped up a profitable run when their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of top acts at the event.”
Indeed, the band's visibility via the game was so immense that it threatened to eclipsing all other accomplishments. Recently, the track was used in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we played a role in fans' experiences”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, clothes or video games, goes further than selling something – it inspires a longing. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a music icon on the stage. From day one, the creators felt that humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to do it”.
Most of Guitar Hero games were released in just a five-year period from 2005 to 2010, including derivative titles like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have maintained the community alive, and there’s set to be something from the original publisher on the way. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game following the classic?
“We thought those games could be similar to sports games allowing annual update every year,” he remarks. “With abundant new music that it could be evergreen, thus I remain hopeful. There’s no reason for it to continue with new generations.”