Marking 20 years since the legendary game debuted in North America, offering players everywhere the tools to feel like a rock star. Figuratively speaking, but try telling that anyone who has nailed 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 follow on-screen cues moving along the screen synchronized to a song. Every sequence corresponded to particular chords, producing the feel of an authentic live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by Activision in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a remarkable impact for many musicians included, showcasing decades-old groups to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the early financial challenges of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced all the music since the cost prohibitive,” he says. “Even with the publishing rights alone, it proved extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game took off, album purchases airtime were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for introducing their kids to the songs they adored. It became an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Lead musician the artist remembers how the series revived older hits to the forefront: “The game provided a larger, new demographic. Typically such music was seen as outdated material, but then once it got included in the title and teenagers discovered it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the Answer’s debut album remained not available in the US, meaning the game served as a primary platform for exposure for the group during their a North American tour opening for the rock giants. “Their crew were playing the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Impact
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the group greater revenue than any of their studio albums. It moved more than half a million copies upon release, while demand for their songs rose significantly at a time when the music business faced decline.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is difficult enough on expert mode, not to mention played at double speed and without missing a single one of its near 4,000 notes. They claimed it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you should use actual weapons and enlist,” notes DragonForce guitarist Herman Li.
DragonForce previously completed a profitable run when their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors informing us that we were selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow all other accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy from the Plastic Guitar
Top-tier marketing, be it for cars, apparel or video games, extends beyond mere transactions – it inspires a longing. Was the game able to tap into that? “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 co-founders believed humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, except for a brief comeback several years later.
Titles such as the fan project and Fortnite Festival have kept the community active, and there’s set to be a new product from the original publisher on the way. A new studio has entered work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles could be similar to sports games where you can update every year,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”