Marking 20 years since the legendary game hit the market in North America, providing everyday gamers the means to feel like a rock star. Not literally, though you'd be hard-pressed convincing someone who's mastered Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the display in time with the music. Each riff mimicked particular chords, producing the feel of a genuine performance.
The studio previously tried its hand in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising massively profitable franchise which made a significant impact for many of the artists included, introducing decades-old groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges of licensing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song since the cost was so high,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero took off, album purchases airtime were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers reached out expressing gratitude for exposing their kids to the songs they loved. It became a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Typically such music was seen as outdated material, but then when it was included in the game and teenagers were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the band's first record remained unreleased in the US, so the game was a key medium of discovery for the band during their a North American tour opening for the rock giants. “The roadies had on the song during travel, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the band more money compared to their studio albums. It moved more than half a million units upon release, while demand for Aerosmith’s music rose significantly during an era as the industry faced decline.
Guitar Hero still motivates nimble-fingered dedication within the community. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is challenging even in expert mode, let alone played at increased tempo and without missing a single one of its near 4,000 notes. They stated requiring nine months of practice.
“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you should use a real gun and enlist,” notes musician the artist.
The band previously wrapped up a profitable run when their hit was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember the record label informing us that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”
In fact, the band's visibility via the game was so immense that it has risked eclipsing everything else accomplishments. Recently, the song was used in promotional material for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only listen to a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, be it for cars, apparel or games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to do it”.
Most of Guitar Hero games were released 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. After that, corporate focus on peripherals died down, except for a brief comeback several years later.
Games like the fan project and Fortnite Festival have kept the scene alive, and there’s set to be something from the original publisher in development. Recently formed developers has begun production on their first music game. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry following the classic?
“We thought those games might become like Madden where you can update every year,” he remarks. “There’s so much new music it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist for future fans.”