Marking two decades since Guitar Hero first launched in North America, offering players everywhere the means to become rock legends. Figuratively speaking, but try telling that anyone who has nailed the epic four-minute instrumental break in front of a packed living-room audience.
Developed by the developers, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the display in time with a song. Every sequence mimicked particular chords, producing the sensation of a genuine live show.
Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by Activision in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar franchise which made a remarkable impact for many musicians featured, showcasing decades-old groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero took off, album purchases and radio play increased, everyone wanted to participate.”
He adds: “One of the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their children to the music they adored. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer had Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers how the series brought older hits back into vogue: “The game provided a larger, new demographic. Typically this had been seen as outdated material, but then once it got featured on the title and teenagers were finding it, suddenly it became trendy. This validated the genre, eliminating the outdated tag. It gave our catalog a new life.”
In 2008, the Answer’s debut album remained not available stateside, meaning Guitar Hero was a key medium of discovery for the group as they went on a North American tour opening for the rock giants. “Their crew were playing the song during travel, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their records. It sold more than half a million units in its first week, and sales of their songs rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication within the community. Recently, an online personality completed an impressive attempt featuring the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. This track is challenging even in the hardest setting, not to mention played at increased tempo while hitting a single one of the thousands of cues. The streamer stated requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should use a real gun and enlist,” says musician the artist.
The band previously wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I recall our distributors informing us that our records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it risked eclipsing all other the band has done. Last year, the track featured in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.
The Lasting Legacy of a Plastic Guitar
The best marketing, be it for automobiles, clothes or video games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to participate”.
The majority installments came out over a mere five-year period between 2005 and 2010, including derivative titles like DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Games like the fan project and Fortnite Festival have kept the community alive, with expectations of something from the original publisher on the way. Recently formed developers has entered production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed such titles could be similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”