It has been two decades since the legendary game first launched across the Atlantic, providing players everywhere the tools to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who's nailed the epic four-minute instrumental break before an enthusiastic living-room audience.
Created by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the screen synchronized to a song. Each riff corresponded to particular chords, producing the sensation of a genuine performance.
The studio had already tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely billion-dollar series which made a significant influence on numerous musicians featured, showcasing classic bands to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the initial financial challenges in securing the songs – despite the fact initial releases mostly used cover versions.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when Guitar Hero took off, and record sales airtime increased, all artists desired to participate.”
He continues: “Among the amazing things was how many parents got in touch expressing gratitude for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band the Answer included their track in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series brought classic rock back into vogue: “The game provided a larger, new demographic. Typically this had been seen as music that was past it, however when it was featured on the game young people discovered it, suddenly it became trendy. This validated it, and got rid of the outdated label. It provided our catalog a new life.”
At that time, the band's debut album was still not available stateside, meaning the game was a key medium for exposure for the group during their US tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.
Major Band Titles and Lasting Impact
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their studio albums. It sold well over 500,000 copies in its first week, and sales of their songs saw an increase of up to 40% at a time when the music business faced decline.
The series still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay but an array of personalization features. The song is challenging enough on expert mode, let alone performed at double speed while hitting every one of its near 4,000 notes. The streamer 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 actual weapons and go to war,” notes DragonForce guitarist the artist.
DragonForce had already completed a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I recall the record label informing us that our records were moving rapidly,” he says. “It exploded when we next toured, and we performed just before top acts at the event.”
Indeed, the band's visibility via the game proved so vast that it risked eclipsing everything else accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy of a Plastic Guitar
Top-tier promotion, be it for automobiles, apparel or video games, extends beyond than selling something – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and their goal was to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a brief comeback several years later.
Titles like the fan project and newer releases have maintained the scene alive, and there’s expectations of something from the original publisher in development. A new studio has begun work on its debut music game. 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 releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”