It has been 20 years after the legendary game first launched across the Atlantic, providing everyday gamers the tools to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who has mastered the epic lengthy instrumental break before a packed crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to a song. Every sequence corresponded to specific notes, producing the sensation of a genuine performance.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, which was acquired by Activision in 2006. Together, they laid the groundwork for an unlikely massively profitable franchise that had a significant impact for many musicians included, showcasing decades-old bands to a new generation of younger players.
A former executive, former COO of Harmonix, remembers the initial financial challenges in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded every song since the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and our team was pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to be in.”
He adds: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for exposing their kids to the songs they loved. It became a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish group one featured act included Never Too Late in the 2008 release the popular installment. Guitarist the artist remembers the way the game brought older hits to the forefront: “Guitar Hero offered a larger, new demographic. Typically such music was considered outdated material, but then once it got featured on the game young people discovered it, abruptly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the band's first record remained not available in the US, meaning Guitar Hero was a key medium for exposure for the band during their a North American tour supporting AC/DC. “Their crew were playing the song during travel, and several recognized us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Influence
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their studio albums. It moved more than 500,000 units upon release, while demand for their songs rose of up to 40% during an era when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. This track is challenging enough on the hardest setting, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. They claimed it took months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you should pick up actual weapons and enlist,” notes musician Herman Li.
DragonForce had already wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it threatened to overshadow all other accomplishments. Last year, the song was used in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best marketing, be it for automobiles, apparel or video games, goes further mere transactions – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural urge to make music, and their goal was to use technology to allow people to do it”.
The majority installments were released in just a five-year period from 2005 to 2010, including derivative titles like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.
Titles such as the fan project and newer releases have kept the scene active, with set to be something from the original publisher on the way. Recently formed developers has entered production on their first music game. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“We thought those games could be like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”