Marking two decades since the legendary game debuted in North America, providing players everywhere the means to feel like a rock star. Figuratively speaking, but try telling that someone who's nailed the epic lengthy instrumental break before an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the display synchronized to a song. Every sequence corresponded to particular chords, producing the sensation of an authentic live show.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, which was purchased by Activision during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar series which made a remarkable impact for many musicians featured, introducing classic groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We rerecorded every song because the dollar figure prohibitive,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales and radio play increased, all artists desired to participate.”
He adds: “One of the amazing things was the number of parents reached out and thanked us for exposing their kids to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Typically this had been seen as outdated material, but then once it got featured on the game and teenagers were finding it, suddenly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
At that time, the Answer’s debut album remained not available in the US, meaning Guitar Hero served as a primary platform of discovery for the group during their US tour supporting the rock giants. “Their crew had on the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and associated stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group more money compared to their studio albums. It moved well over half a million copies upon release, while sales of Aerosmith’s music saw an increase significantly during an era when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is difficult even in expert mode, not to mention performed at double speed while hitting a single one of its near 4,000 notes. They stated it took nine months of practice.
“The game offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce previously wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label informing us that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing all other accomplishments. Last year, the song featured in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier marketing, be it for automobiles, clothes or video games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a rock star in the spotlight. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to do it”.
The majority installments were released in just a five-year period from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have maintained the community alive, and there’s expectations of something from the original publisher in development. A new studio has entered production on its debut music game. The initial creators are both involved as special advisers. Are gamers prepared to welcome another game 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 perennially popular, so I’ve always been hopeful. There’s no reason for it to persist for future fans.”