It has been 20 years since the legendary game first launched across the Atlantic, giving players everywhere the tools to feel like rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who has nailed the epic four-minute instrumental break before a packed crowd of friends.
Developed by Harmonix, the game gave players a guitar-shaped controller to match coloured notes moving along the display synchronized to the music. Each riff mimicked specific notes, creating the sensation of an authentic performance.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise which made a significant influence for many of the artists included, introducing classic groups to millions of younger players.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music because the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, album purchases airtime were going up, all artists desired to participate.”
He continues: “Among the remarkable aspects was the number of parents got in touch and thanked us for exposing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish group the Answer had their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “The game offered a larger, younger audience. Generally this had been considered outdated material, however once it got featured on the title young people discovered it, suddenly it became trendy. This validated the genre, eliminating the ‘dad rock’ tag. It provided all our music renewed popularity.”
At that time, the band's first record remained not available stateside, so Guitar Hero served as a primary platform for exposure for the group as they went on US tour opening for AC/DC. “The roadies had on Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the group more money than any of their records. It sold more than half a million copies in its first week, while demand for their songs saw an increase significantly during an era when the music business faced decline.
The series still motivates quick-handed fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is challenging enough on the hardest setting, not to mention played at increased tempo and without missing every one of its near 4,000 notes. The streamer stated requiring months of practice to accomplish.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you ought to pick up actual weapons and enlist,” notes musician Herman Li.
DragonForce had already wrapped up a successful tour before their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I remember the record label informing us that we were selling albums like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it has risked overshadow everything else the band has done. Recently, the track was used in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – everyone’s got their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or video games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the creators believed there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to do it”.
Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals died down, except for a short-lived revival several years later.
Titles such as Clone Hero and Fortnite Festival have kept the scene active, with expectations of something from the original publisher on the way. A new studio has entered work on its debut music game. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?
“Our team believed those games could be like Madden where you can releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”