Marking two decades after Guitar Hero hit the market across the Atlantic, giving players everywhere the opportunity to become rock legends. Not literally, though you'd be hard-pressed telling that anyone who has nailed the epic four-minute instrumental break before a packed living-room audience.
Created by Harmonix, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the display in time with a song. Each riff mimicked specific notes, creating the sensation of a genuine performance.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising billion-dollar franchise that had a significant influence on numerous of the artists featured, introducing classic groups to a new generation of younger players.
A former executive, former COO of Harmonix, remembers the initial budgetary hurdles in securing the songs – even though initial releases mostly used cover versions.
“We reproduced every song because the cost 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 was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game took off, album purchases airtime were going up, everyone wanted to be in.”
He adds: “One of the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their kids to the music they adored. It became a multigenerational thing.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock to the forefront: “The game offered a bigger, new demographic. Generally such music was seen as outdated material, but then when it was featured on the game and teenagers discovered it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the Answer’s debut album remained unreleased in the US, meaning the game was a key medium for exposure for the band during their a North American tour opening for AC/DC. “Their crew had on Never Too Late during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles that focused on their music collections and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their records. It sold well over 500,000 units upon release, and sales of their songs rose significantly at a time as the industry faced decline.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar gameplay but an array of customisation options. This track is challenging even in expert mode, let alone played at double speed while hitting a single one of its near 4,000 notes. They stated it took months of practice to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” notes musician Herman Li.
The band previously completed a successful tour before their hit was featured on Guitar Hero III, but Li says it made them a household name. “I remember the record label calling to tell me that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Impact from the Iconic Controller
The best promotion, whether it’s for cars, apparel or games, goes further mere transactions – it inspires a longing. Was the game able to harness this? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to do it”.
Most installments came out in just a five-year period from 2005 to 2010, including spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival several years later.
Titles such as Clone Hero and Fortnite Festival have kept the community active, and there’s set to be something from the original publisher on the way. Recently formed developers has entered production on its debut music game. The initial creators are both involved as special advisers. Is the world ready to embrace 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 fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to continue with new generations.”