Marking two decades since Guitar Hero debuted in North America, offering players everywhere the means to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who has nailed Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the screen synchronized to a song. Each riff corresponded to specific notes, creating the sensation of a genuine performance.
Harmonix had already experimented with rhythm games prior to teaming up with the publisher, later purchased by Activision in 2006. Together, they laid the groundwork for an unlikely billion-dollar series which made a significant impact on numerous of the artists featured, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the recordings – even though the first two games primarily featured cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he explains. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. But once the game took off, and record sales airtime were going up, all artists desired to be in.”
He adds: “One of the amazing things was the number of mothers and fathers reached out and thanked us for introducing their children to the music they adored. It evolved into an intergenerational thing.”
Classic Rock Gains Younger Fans
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game revived classic rock back into vogue: “Guitar Hero provided a bigger, younger audience. Generally such music was seen as music that was past it, but then when it was included in the title young people discovered it, abruptly it became trendy. This validated the genre, eliminating the outdated tag. It gave our catalog a new life.”
At that time, the Answer’s first record remained unreleased stateside, meaning the game was a key medium for exposure for the group as they went on US tour supporting AC/DC. “The roadies were playing the song during travel, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money compared to their records. It moved more than half a million copies in its first week, and sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.
The series still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. This track is challenging enough on expert mode, let alone played at double speed while hitting a single one of its near 4,000 notes. They claimed it took nine months to accomplish.
“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors calling to tell me that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing everything else accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Impact of a Plastic Guitar
The best promotion, be it for cars, apparel or games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders felt that humans have a natural urge to create songs, and their goal was to use technology to enable everyone to participate”.
Most installments were released in just a five-year period from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, except for a brief comeback several years later.
Titles like the fan project and newer releases have maintained the scene alive, with expectations of a new product from the founders in development. A new studio has entered work on their first rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry following the classic?
“Our team believed those games could be like Madden allowing annual releases,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”