Marking two decades since Guitar Hero first launched in North America, offering players everywhere the opportunity to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who has nailed the epic lengthy instrumental break in front of a packed living-room audience.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to the music. Every sequence mimicked specific notes, producing the sensation of a genuine live show.
The studio had already tried its hand in the music genre before partnering with the publisher, which was purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a remarkable impact for many of the artists included, showcasing decades-old bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. But once the game took off, and record sales and radio play were going up, everyone wanted to be in.”
He continues: “One of the amazing things was the number of parents reached out expressing gratitude for exposing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer had Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers the way the game brought older hits to the forefront: “The game offered a larger, new demographic. Typically this had been considered outdated material, however once it got included in the game young people discovered it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ label. It provided all our music a new life.”
In 2008, the Answer’s debut album was still unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour supporting the rock giants. “The roadies had on the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized game editions centered around each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their studio albums. It sold more than 500,000 copies in its first week, and demand for their songs rose of up to 40% during an era when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is challenging even in expert mode, not to mention performed at double speed and without missing every one of the thousands of cues. They stated it took months of practice of practice.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously completed a profitable run when their hit appeared in the third game, but Li says it made them widely recognized. “I recall our distributors calling to tell me that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it threatened to eclipsing all other the band has done. Last year, the track was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Iconic Controller
The best promotion, be it for cars, apparel or video games, goes further than selling something – it inspires a longing. Was the game able to tap into that? “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 co-founders felt that there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including derivative titles like DJ Hero, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.
Titles such as Clone Hero and newer releases have kept the scene alive, with expectations of a new product from the original publisher on the way. Recently formed developers has begun production on its debut music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed those games might become similar to sports games where you can releases,” he remarks. “There’s so much new music that it could be evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”