It has been 20 years since the legendary game first launched in North America, giving players everywhere the tools to feel like rock legends. Not in reality, though you'd be hard-pressed convincing anyone who has nailed the epic four-minute instrumental break before an enthusiastic crowd of friends.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the display synchronized to the music. Every sequence mimicked particular chords, creating the sensation of an authentic performance.
The studio previously experimented with rhythm games before partnering with RedOctane, later purchased by Activision in 2006. Collaboratively, they established the foundations for an unlikely billion-dollar series which made a remarkable influence on numerous of the artists featured, showcasing decades-old bands to a new generation of younger players.
A former executive, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured cover versions.
“We rerecorded all the music because the cost was so high,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game became a hit, album purchases and radio play were going up, all artists desired to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish group the Answer had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series brought older hits to the forefront: “Guitar Hero provided a larger, younger audience. Generally such music was considered outdated material, but then when it was included in the game young people discovered it, abruptly it became trendy. This validated it, eliminating the outdated tag. It gave all our music renewed popularity.”
In 2008, the band's first record remained not available stateside, meaning the game was a key medium for exposure for the group during their a North American tour opening for AC/DC. “Their crew had on Never Too Late during travel, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Rock’s heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group greater revenue compared to their studio albums. It sold well over half a million copies in its first week, and demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.
The series still motivates nimble-fingered fanaticism among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is challenging enough on the hardest setting, not to mention played at double speed and without missing a single one of the thousands of cues. They stated requiring nine months of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” says musician the artist.
DragonForce previously completed a profitable run when their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I recall our distributors informing us that our records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of top acts at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it threatened to eclipsing all other accomplishments. Last year, the track featured in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “Should you just hear a single track, that's fine – each person has their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy from the Plastic Guitar
Top-tier promotion, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, except for a brief comeback in 2015.
Titles like Clone Hero and Fortnite Festival have maintained the scene alive, with set to be something from the original publisher on the way. Recently formed developers has entered production on their first music game. Original co-founders are participating as special advisers. Is the world prepared to welcome another game following the classic?
“We thought those games could be similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason for it to continue for future fans.”