It has been 20 years after the legendary game hit the market in North America, offering players everywhere the means to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who has mastered Free Bird’s lengthy instrumental break before a packed crowd of friends.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Each riff mimicked particular chords, creating the feel of a genuine performance.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable franchise which made a significant impact for many of the artists included, showcasing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges in securing the songs – even though initial releases mostly used rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once the game became a hit, and record sales airtime were going up, all artists desired to be in.”
He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their kids to the songs they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish group one featured act included their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero provided a bigger, new demographic. Generally such music was seen as music that was past it, however when it was featured on the title and teenagers were finding it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It gave all our music a new life.”
In 2008, the Answer’s debut album remained unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the group as they went on US tour supporting the rock giants. “Their crew were playing Never Too Late on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Influence
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in specialized spin-off titles centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their records. It sold well over half a million units in its first week, while demand for their songs rose significantly during an era as the industry faced decline.
Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. This track is challenging even in the hardest setting, not to mention performed at double speed and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you should use actual weapons and go to war,” says DragonForce guitarist the artist.
The band had already wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember the record label calling to tell me that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow all other the band has done. Recently, the track featured in a trailer for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.
The Lasting Legacy from the Plastic Guitar
Top-tier marketing, whether it’s for automobiles, apparel or video games, goes further than selling something – it inspires a longing. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to participate”.
The majority installments were released over a mere half-decade from 2005 to 2010, featuring spin-offs like the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, aside from a brief comeback several years later.
Titles like Clone Hero and newer releases have kept the community active, with expectations of something from the founders on the way. A new studio has begun production on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought those games might become like Madden allowing annual update every year,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”