It has been two decades since Guitar Hero first launched in North America, giving players everywhere the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed convincing someone who has nailed the epic lengthy instrumental break before a packed crowd of friends.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to a song. Every sequence mimicked particular chords, creating the sensation of a genuine performance.
The studio had already tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar series that had a significant impact for many musicians included, showcasing classic bands to millions of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles in securing the recordings – even though initial releases primarily featured rerecorded tracks.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero took off, album purchases and radio play were going up, all artists desired to participate.”
He adds: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for exposing their kids to the music they loved. It evolved into an intergenerational thing.”
Northern Irish group one featured act had their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game brought older hits to the forefront: “The game offered a larger, younger audience. Typically such music was considered outdated material, but then once it got featured on the title young people were finding it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”
In 2008, the band's debut album remained unreleased in the US, meaning the game served as a primary platform of discovery for the band during their a North American tour opening for AC/DC. “Their crew had on the song on the tour bus, and several knew us thanks to the game,” Mahon says.
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their records. It sold more than half a million copies in its first week, while sales of their songs rose of up to 40% during an era as the industry was already collapsing.
The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. The song is challenging enough on expert mode, not to mention performed at double speed while hitting every one of its near 4,000 notes. They stated requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I remember our distributors calling to tell me that our selling albums like crazy,” he says. “Popularity surged when we next toured, 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 has risked overshadow all other accomplishments. Recently, the track featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.
The best marketing, whether it’s for cars, apparel or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a rock star on the stage. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and they wanted to use technology to enable everyone to do it”.
The majority installments were released in just a five-year period from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.
Games like the fan project and Fortnite Festival have kept the scene alive, with set to be something from the original publisher on the way. A new studio has entered production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers ready to embrace another game following Guitar Hero?
“We thought such titles could be like Madden allowing annual releases,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t continue for future fans.”
A digital archivist and storyteller passionate about preserving personal histories in the digital age.