Marking 20 years since the legendary game debuted across the Atlantic, giving everyday gamers the tools to become rock legends. Not literally, though you'd be hard-pressed telling that someone who's mastered the epic lengthy instrumental break before a packed living-room audience.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to the music. Every sequence mimicked particular chords, creating the sensation of a genuine performance.
The studio previously experimented in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable series that had a significant influence on numerous musicians featured, showcasing decades-old bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the songs – even though the first two games primarily featured cover versions.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game became a hit, album purchases airtime increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out and thanked us for exposing their kids to the music they loved. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived classic rock back into vogue: “The game offered a bigger, new demographic. Typically such music was considered music that was past it, but then when it was featured on the game young people discovered it, abruptly it became trendy. This validated it, and got rid of the outdated label. It gave our catalog a new life.”
In 2008, the Answer’s first record remained not available in the US, meaning the game served as a primary platform for exposure for the group as they went on US tour opening for the rock giants. “Their crew were playing the song during travel, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their studio albums. It sold more than 500,000 units upon release, and 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. Recently, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult enough on expert mode, let alone played at double speed and without missing every one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you ought to use a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a successful tour before their hit was featured on Guitar Hero III, but Li says it made them a household name. “I remember the record label calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing all other the band has done. Recently, the song featured in a trailer for Despicable Me 4. “Previously I felt differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best marketing, whether it’s for cars, clothes or video games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a music icon on the stage. From day one, the co-founders believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Titles such as Clone Hero and Fortnite Festival have maintained the community alive, with expectations of something from the original publisher on the way. A new studio has begun production on its debut rhythm-based title. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games might become similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason for it to continue with new generations.”