Marking 20 years after Guitar Hero hit the market in North America, offering players everywhere the means to feel like a rock star. Figuratively speaking, but try convincing anyone who has nailed the epic lengthy instrumental break before a packed crowd of friends.
Created by the developers, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to a song. Every sequence mimicked particular chords, producing the sensation of a genuine performance.
Harmonix previously tried its hand with rhythm games before partnering with the publisher, later purchased by the gaming giant in 2006. Together, they laid the foundations for an unlikely billion-dollar franchise that had a significant impact on numerous musicians included, introducing classic groups to millions of younger players.
A former executive, former COO of Harmonix, recalls the initial budgetary hurdles in securing the recordings – despite the fact initial releases primarily featured cover versions.
“We reproduced every song since the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, album purchases and radio play increased, all artists desired to be in.”
He continues: “Among the amazing things was how many parents got in touch expressing gratitude for exposing their children to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Gains a New Audience
Northern Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Generally this had been considered outdated material, however once it got included in the game and teenagers discovered it, abruptly it became trendy. That legitimised it, and got rid of the outdated tag. It gave all our music a new life.”
At that time, the Answer’s debut album was still unreleased stateside, meaning the game was a key medium for exposure for the group during their a North American tour supporting the rock giants. “Their crew had on Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.
Major Band Titles and Lasting Impact
Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money compared to their studio albums. It sold more than half a million copies in its first week, while sales of Aerosmith’s music rose of up to 40% during an era as the industry faced decline.
The series continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive personalization features. This track is difficult even in the hardest setting, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer claimed requiring months of practice to accomplish.
“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up a real gun and enlist,” notes musician Herman Li.
The band previously wrapped up a profitable run before their hit was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall the record label calling to tell me that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
In fact, the band's visibility via the game was so immense that it threatened to overshadow all other the band has done. Last year, the song featured in a trailer for a major film. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – everyone’s got their own path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
The best marketing, whether it’s for cars, apparel or games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the creators felt that humans have a natural urge to create songs, and they wanted to use technology to allow people to do it”.
The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, including spin-offs such as the DJ version, complete with a spinning deck, 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 Fortnite Festival have maintained the community alive, with set to be something from the original publisher in development. A new studio has entered work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?
“We thought those games might become like Madden where you can releases,” he remarks. “With abundant new music it could remain evergreen, thus I remain hopeful. There’s no reason for it to continue with new generations.”