Marking 20 years after Guitar Hero debuted across the Atlantic, offering everyday gamers the opportunity to feel like a rock star. Not literally, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues scrolling down the screen in time with a song. Every sequence mimicked specific notes, producing the sensation of an authentic live show.
The studio previously experimented in the music genre prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable series that had a significant impact for many musicians featured, introducing classic bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the songs – even though initial releases primarily featured cover versions.
“We rerecorded every song because the cost prohibitive,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and our team was pretty convinced it would fail. However, when the game became a hit, and record sales airtime were going up, all artists desired to be in.”
He continues: “One of the remarkable aspects was the number of parents reached out and thanked us for exposing their children to the songs they adored. It became an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series brought older hits back into vogue: “The game provided a bigger, younger audience. Generally such music was considered outdated material, however once it got included in the game and teenagers discovered it, abruptly it became trendy. That legitimised the genre, eliminating the outdated label. It provided our catalog a new life.”
In 2008, the band's debut album was still not available stateside, meaning the game was a key medium of discovery for the group as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Music's biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band more money than any of their records. It moved more than 500,000 copies upon release, and demand for Aerosmith’s music rose significantly during an era when the music business faced decline.
The series still motivates quick-handed dedication among its fans. Recently, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. This track is difficult even in the hardest setting, not to mention played at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.
“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” says DragonForce guitarist the artist.
The band previously completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors informing us that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it risked overshadow all other accomplishments. Recently, the song featured in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, be it for automobiles, apparel or games, goes further than selling something – it inspires a longing. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of performing as a rock star on the stage. Since the beginning, the creators believed humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.
Most installments were released in just a five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Games such as Clone Hero and newer releases have maintained the community active, and there’s expectations of a new product from the original publisher on the way. A new studio has begun work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Is the world ready to embrace a new entry following Guitar Hero?
“Our team believed those games might become like Madden allowing annual releases,” he remarks. “With abundant new music it could remain perennially popular, thus I remain optimistic. It's entirely possible for it to persist with new generations.”