It has been 20 years since the legendary game hit the market across the Atlantic, providing everyday gamers the means to become rock legends. Figuratively speaking, but try telling that anyone who's mastered the epic four-minute instrumental break before a packed crowd of friends.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the display in time with the music. Each riff mimicked specific notes, producing the feel of an authentic live show.
The studio previously tried its hand with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable franchise which made a remarkable influence for many musicians featured, introducing decades-old bands to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the recordings – despite the fact initial releases mostly used cover versions.
“We rerecorded all the music since the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero became a hit, album purchases airtime were going up, all artists desired to participate.”
He continues: “One of the amazing things was the number of parents reached out expressing gratitude for introducing their kids to the music they loved. It became an intergenerational thing.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Guitarist the artist recalls the way the game brought classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Generally this had been considered outdated material, but then once it got featured on the game young people discovered it, abruptly it became trendy. That legitimised the genre, eliminating the outdated tag. It gave our catalog a new life.”
In 2008, the band's first record remained unreleased stateside, meaning the game was a key medium for exposure for the group during their a North American tour opening for the rock giants. “The roadies had on the song on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Impact
Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles centered around their music collections and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their studio albums. It sold more than half a million units in its first week, while demand for Aerosmith’s music saw an increase of up to 40% at a time as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. This track is difficult even in the hardest setting, let alone performed at increased tempo and without missing every one of the thousands of cues. The streamer claimed it took months of practice of practice.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” says musician the artist.
DragonForce previously completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that our selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it threatened to overshadow all other the band has done. Last year, the track featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, be it for automobiles, clothes or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to participate”.
Most of Guitar Hero games came out in just a five-year period from 2005 to 2010, including derivative titles like the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.
Games like the fan project and Fortnite Festival have kept the scene active, and there’s set to be a new product from the founders in development. A new studio has entered work on its debut music game. The initial creators are participating as special advisers. Is the world prepared to welcome another game following the classic?
“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”