Marking 20 years since the legendary game hit the market across the Atlantic, giving everyday gamers the tools to become a rock star. Not in reality, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s lengthy guitar solo in front of a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to the music. Every sequence corresponded to specific notes, creating the feel of a genuine live show.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise which made a remarkable impact on numerous musicians featured, introducing classic bands to millions of gaming enthusiasts.
A former executive, former COO from the developer, recalls the initial budgetary hurdles in securing the recordings – despite the fact initial releases primarily featured cover versions.
“We rerecorded all the music because the cost prohibitive,” he says. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, all artists desired to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their children to the music they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish group one featured act had their track in the 2008 release the popular installment. Lead musician the artist recalls the way the game revived classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Generally this had been seen as outdated material, but then once it got included in the game young people were finding it, abruptly it was cool. That legitimised the genre, eliminating the outdated tag. It gave our catalog a new life.”
At that time, the Answer’s debut album was still unreleased stateside, meaning the game served as a primary platform for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies had on the song during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group more money compared to their studio albums. It sold well over half a million units upon release, while demand for their songs rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. This track is difficult even in the hardest setting, not to mention played at double speed and without missing every one of the thousands of cues. The streamer stated requiring nine months to accomplish.
“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” notes 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 turned them into a household name. “I remember the record label calling to tell me that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow all other the band has done. Recently, the song featured in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “If you only listen to a single track, that's fine – each person has a unique musical journey and I’m glad we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of performing as a rock star on the stage. Since the beginning, the creators felt that humans have a natural urge to create songs, and their goal was to use technology to allow people to do it”.
Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Games like the fan project and Fortnite Festival have kept the scene alive, with set to be a new product from the founders on the way. Recently formed developers has begun production on its debut music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed those games could be similar to sports games where you can releases,” he remarks. “With abundant new music it could remain evergreen, thus I remain optimistic. There’s no reason for it to persist for future fans.”