Marking 20 years after the legendary game debuted across the Atlantic, providing players everywhere the means to become a rock star. Not in reality, though you'd be hard-pressed convincing someone who's nailed the epic lengthy guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the display in time with a song. Each riff mimicked specific notes, creating the sensation of a genuine live show.
Harmonix had already tried its hand in the music genre before partnering with the publisher, later acquired by Activision in 2006. Collaboratively, they laid the groundwork for a surprising billion-dollar series which made a significant impact for many musicians featured, introducing classic groups to millions of younger players.
A former executive, former COO from the developer, recalls the early financial challenges in securing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded every song because the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to participate.”
He adds: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their children to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act included their track on the 2008 game the popular installment. Guitarist the artist remembers how the series brought classic rock back into vogue: “Guitar Hero provided a bigger, younger audience. Generally this had been considered music that was past it, however when it was included in the title and teenagers were finding it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
In 2008, the Answer’s debut album remained not available stateside, so Guitar Hero was a key medium of discovery for the band during their a North American tour supporting the rock giants. “Their crew had on Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and related stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue compared to their studio albums. It sold well over 500,000 copies in its first week, while demand for Aerosmith’s music rose significantly at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. This track is challenging even in expert mode, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. They claimed it took nine months of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should use a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run before their hit was featured in the third game, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it has risked overshadow all other accomplishments. Last year, the track featured in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, be it for cars, clothes or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the creators felt that there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to participate”.
Most installments were released in just a five-year period from 2005 to 2010, including spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have maintained the community active, and there’s set to be a new product from the original publisher in development. Recently formed developers has entered work on their first music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of the classic?
“Our team believed such titles could be similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”