Marking 20 years after Guitar Hero hit the market in North America, offering players everywhere the means to become rock legends. Not in reality, though you'd be hard-pressed telling that someone who's mastered Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with a song. Each riff corresponded to particular chords, creating the feel of an authentic live show.
Harmonix had already tried its hand in the music genre prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar franchise which made a significant impact for many of the artists featured, introducing classic groups to millions of younger players.
A former executive, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the songs – even though the first two games mostly used cover versions.
“We rerecorded every song because the cost prohibitive,” he says. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, and record sales airtime were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many parents got in touch and thanked us for introducing their kids to the songs they loved. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Generally such music was seen as music that was past it, however once it got included in the title young people were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the band's first record remained not available stateside, meaning Guitar Hero served as a primary platform for exposure for the group as they went on US tour opening for AC/DC. “The roadies had on the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and related stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue compared to their records. 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.
The series continues to inspire nimble-fingered dedication among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. This track is challenging enough on the hardest setting, let alone played at double speed while hitting every one of the thousands of cues. The streamer claimed it took months of practice of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” says DragonForce guitarist the artist.
The band previously completed a profitable run before their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label calling to tell me that our records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing just before top acts at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to overshadow all other the band has done. Recently, the song featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has 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 promotion, whether it’s for cars, apparel or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders believed humans have a natural human desire to make music, and their goal was to use technology to enable everyone to participate”.
The majority installments were released in just a five-year period from 2005 to 2010, including spin-offs such as 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 several years later.
Titles like Clone Hero and newer releases have maintained the community active, with expectations of a new product from the original publisher in development. Recently formed developers has entered production on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles might become like Madden where you can releases,” he remarks. “There’s so much new music it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”