Marking two decades since the legendary game hit the market in North America, providing players everywhere the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who has nailed the epic 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 follow coloured notes scrolling down the display synchronized to the music. Each riff mimicked particular chords, producing the sensation of an authentic performance.
Harmonix had already experimented with rhythm games before partnering with the publisher, later purchased by Activision in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar series which made a significant influence for many of the artists included, introducing classic groups to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles of licensing the songs – even though the first two games mostly used rerecorded tracks.
“We rerecorded all the music since the cost was so high,” he says. “Despite having the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. However, when Guitar Hero took off, and record sales airtime increased, all artists desired to be in.”
He adds: “One of the remarkable aspects was how many parents got in touch expressing gratitude for exposing their children to the music they loved. It became a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits back into vogue: “The game provided a larger, new demographic. Generally such music was considered music that was past it, however once it got featured on the title young people discovered it, abruptly it became trendy. This validated the genre, eliminating the outdated label. It provided all our music renewed popularity.”
At that time, the band's debut album remained unreleased in the US, meaning the game served as a primary platform of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies had on Never Too Late during travel, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It sold more than half a million copies in its first week, and sales of Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.
The series still motivates quick-handed dedication within the community. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of personalization features. The song is difficult enough on expert mode, let alone performed at double speed while hitting a single one of the thousands of cues. The streamer stated requiring months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you should pick up a real gun and go to war,” notes DragonForce guitarist the artist.
The band had already completed a successful tour before their hit appeared on Guitar Hero III, but Li says it made them a household name. “I recall the record label informing us that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it risked eclipsing everything else the band has done. Recently, the song featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “If you only listen to 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”.
Enduring Legacy from the Plastic Guitar
The best promotion, whether it’s for cars, apparel or games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the creators believed humans have a natural urge to create songs, and their goal was to use technology to enable everyone to do it”.
The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Titles like Clone Hero and newer releases have maintained the scene active, with set to be something from the original publisher on the way. A new studio has entered work on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?
“We thought those games might become like Madden where you can update every year,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible for it to persist with new generations.”