It has been 20 years since the legendary game hit the market in North America, giving players everywhere the tools to become a rock star. Not in reality, but try telling that anyone who has nailed Free Bird’s four-minute guitar solo in front of an enthusiastic living-room audience.
Developed by the developers, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the screen in time with the music. Every sequence corresponded to specific notes, producing the feel of an authentic live show.
Harmonix had already experimented in the music genre prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable series that had a significant influence on numerous of the artists included, showcasing classic bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the songs – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music because the cost was so high,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game became a hit, album purchases and radio play were going up, all artists desired to participate.”
He adds: “Among the amazing things was how many mothers and fathers got in touch and thanked us for exposing their kids to the music they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish blues-rock band the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Typically such music was considered music that was past it, however once it got included in the title young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the outdated tag. It provided all our music renewed popularity.”
At that time, the band's debut album was still not available stateside, meaning Guitar Hero was a key medium of discovery for the band during their a North American tour supporting AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Influence
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group more money compared to their studio albums. It moved well over half a million copies in its first week, and demand for their songs rose significantly during an era as the industry faced decline.
The series continues to inspire quick-handed fanaticism within the community. Recently, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is difficult enough on the hardest setting, let alone played at double speed while hitting a single one of the thousands of cues. The streamer stated it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you ought to use actual weapons and go to war,” notes musician the artist.
DragonForce previously wrapped up a profitable run when their hit was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors informing us that we were records were moving like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow everything else accomplishments. Last year, the track featured 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, that's fine – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
Top-tier marketing, whether it’s for cars, apparel or video games, goes further mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the co-founders believed humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to do it”.
Most installments came out in just a five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.
Games like Clone Hero and newer releases have kept the scene active, with set to be a new product from the original publisher on the way. Recently formed developers has begun production on their first music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?
“We thought such titles could be similar to sports games where you can update every year,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”