Marking two decades after Guitar Hero debuted in North America, providing everyday gamers the tools to feel like rock legends. Not in reality, but try telling that someone who has nailed the epic four-minute guitar solo in front of an enthusiastic living-room audience.
Created by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes scrolling down the screen synchronized to the music. Every sequence corresponded to particular chords, creating the sensation of an authentic live show.
Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable franchise that had a remarkable impact for many musicians featured, introducing decades-old bands to millions of younger players.
A former executive, former COO from the developer, remembers the initial financial challenges in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced all the music because the cost prohibitive,” he says. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when the game took off, album purchases airtime were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish group one featured act included their track on the 2008 game the popular installment. Lead musician the artist remembers the way the game brought classic rock back into vogue: “Guitar Hero offered a larger, younger audience. Generally such music was seen as music that was past it, however once it got included in the game young people discovered it, suddenly it became trendy. This validated it, and got rid of the ‘dad rock’ tag. It gave all our music renewed popularity.”
In 2008, the Answer’s debut album remained not available in the US, meaning Guitar Hero served as a primary platform for exposure for the band during their US tour supporting AC/DC. “Their crew had on Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on their music collections and related stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It sold well over half a million units in its first week, while demand for their songs rose significantly at a time when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. The song is difficult enough on the hardest setting, not to mention played at double speed while hitting every one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” notes musician the artist.
The band previously completed a successful tour before their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label calling to tell me that our records were moving rapidly,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it threatened to eclipsing all other accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Plastic Guitar
Top-tier promotion, whether it’s for cars, apparel or games, extends beyond than selling something – 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 on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.
Most installments were released in just a five-year period between 2005 and 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, except for a brief comeback several years later.
Games such as Clone Hero and newer releases have kept the scene active, and there’s expectations of something from the founders in development. A new studio has entered work on its debut music game. The initial creators are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?
“We thought such titles could be like Madden allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”