Marking 20 years after Guitar Hero first launched in North America, giving players everywhere the means to feel like a rock star. Not literally, but try convincing someone who has mastered Free Bird’s lengthy instrumental break in front of an enthusiastic crowd of friends.
Developed by the developers, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to the music. Every sequence corresponded to specific notes, creating the sensation of an authentic performance.
Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise that had a significant influence on numerous musicians included, showcasing decades-old groups to millions of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the recordings – even though initial releases primarily featured cover versions.
“We reproduced all the music because the dollar figure was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We couldn’t get bands like legendary groups – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when the game became a hit, album purchases and radio play increased, all artists desired to be in.”
He adds: “Among the amazing things was the number of parents got in touch expressing gratitude for introducing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series brought older hits back into vogue: “Guitar Hero provided a larger, new demographic. Typically such music was considered music that was past it, but then once it got featured on the title young people discovered it, abruptly it became trendy. This validated the genre, and got rid of the outdated tag. It gave all our music renewed popularity.”
In 2008, the band's debut album was still not available in the US, so the game was a key medium for exposure for the group as they went on US tour supporting the rock giants. “The roadies were playing the song during travel, and some of them knew us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their records. It sold well over half a million units upon release, and demand for their songs rose significantly at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered dedication within the community. Recently, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. This track is difficult enough on the hardest setting, not to mention played at increased tempo while hitting a single one of the thousands of cues. They stated it took months of practice of practice.
“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” notes DragonForce guitarist the artist.
The band previously wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label informing us that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed just before top acts at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it risked overshadow all other the band has done. Recently, the track was used in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” Li says. “If you only hear a single track, it’s totally cool – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact from the Plastic Guitar
The best promotion, whether it’s for cars, clothes or games, goes further mere transactions – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural urge to create songs, and their goal was to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival several years later.
Titles like Clone Hero and newer releases have kept the community active, with expectations of a new product from the original publisher on the way. A new studio has entered production on their first music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry following the classic?
“We thought those games could be similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”