It has been 20 years after the legendary game first launched in North America, providing players everywhere the means to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who's nailed Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to the music. Each riff mimicked specific notes, creating the sensation of an authentic live show.
The studio previously experimented with rhythm games before partnering with RedOctane, which was acquired by Activision in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise which made a significant impact for many musicians included, introducing decades-old groups to a new generation of younger players.
A former executive, former COO of Harmonix, remembers the early budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced every song because the cost was so high,” he says. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and we were fairly certain it would fail. But once the game took off, album purchases airtime increased, everyone wanted to be in.”
He adds: “Among the amazing things was how many parents reached out expressing gratitude for introducing their children to the songs they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish blues-rock band one featured act included their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero provided a larger, new demographic. Typically such music was seen as outdated material, however once it got included in the game and teenagers discovered it, abruptly it became trendy. This validated the genre, eliminating the outdated tag. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album remained unreleased stateside, meaning the game was a key medium for exposure for the group during their US tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and related stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money than any of their records. It moved more than half a million copies in its first week, while demand for their songs saw an increase significantly during an era when the music business faced decline.
Guitar Hero still motivates nimble-fingered dedication within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay but an array of customisation options. The song is challenging enough on expert mode, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. They claimed it took nine months of practice.
“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you should pick up actual weapons and enlist,” says musician Herman Li.
The band had already wrapped up a profitable run when their hit was featured in the third game, but Li says it made them widely recognized. “I recall our distributors calling to tell me that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it threatened to overshadow everything else accomplishments. Recently, the track was used in a trailer for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
The best promotion, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and their goal was to use technology to allow people to participate”.
The majority installments were released in just a five-year period between 2005 and 2010, including derivative titles like the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Titles such as the fan project and newer releases have maintained the scene active, and there’s set to be something from the original publisher in development. Recently formed developers has entered production on its debut music game. Original co-founders are participating as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought such titles might become like Madden where you can releases,” he remarks. “With abundant new music that it could be evergreen, thus I remain optimistic. It's entirely possible for it to continue with new generations.”