It has been two decades after Guitar Hero first launched across the Atlantic, providing players everywhere the tools to feel like rock legends. Not in reality, 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 plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Every sequence mimicked particular chords, creating the feel of a genuine live show.
Harmonix previously experimented with rhythm games before partnering with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise which made a significant influence for many musicians featured, introducing decades-old 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 – despite the fact the first two games mostly used cover versions.
“We reproduced every song because the cost prohibitive,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and our team was fairly certain it would fail. However, when the game became a hit, album purchases airtime were going up, all artists desired to be in.”
He adds: “Among the amazing things was how many parents got in touch and thanked us for introducing their kids to the songs they adored. It evolved into a multigenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Lead musician the artist recalls the way the game revived older hits to the forefront: “The game offered a bigger, new demographic. Generally this had been considered outdated material, however when it was included in the title young people were finding it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the band's first record was still not available in the US, so the game served as a primary platform for exposure for the band as they went on US tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on each band’s catalogue and associated lore, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the band more money compared to their records. It sold more than 500,000 units in its first week, and demand for their songs rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered dedication among its fans. Recently, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult enough on expert mode, not to mention played at double speed while hitting a single one of the thousands of cues. They stated requiring nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you should pick up a real gun and go to war,” says musician Herman Li.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that our selling albums like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it risked eclipsing all other accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best marketing, be it for cars, clothes or video games, extends beyond than selling something – it inspires a longing. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and their goal was to use technology to enable everyone to do it”.
Most installments came out in just a half-decade between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Titles such as Clone Hero and newer releases have kept the community active, and there’s set to be a new product from the founders in development. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed those games could be like Madden where you can releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”