It has been 20 years since Guitar Hero debuted in North America, offering players everywhere the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who has nailed the epic four-minute guitar solo before a packed living-room audience.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the screen synchronized to the music. Each riff corresponded to specific notes, producing the sensation of an authentic performance.
The studio previously experimented in the music genre before partnering with the publisher, later acquired by Activision in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar franchise which made a remarkable impact for many musicians featured, showcasing decades-old bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded every song because the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to be in.”
He continues: “Among the amazing things was how many parents got in touch expressing gratitude for exposing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls how the series revived classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Typically such music was considered music that was past it, however once it got included in the game young people were finding it, suddenly it was cool. This validated the genre, and got rid of the outdated label. It provided all our music a new life.”
In 2008, the band's debut album was still not available stateside, meaning Guitar Hero served as a primary platform of discovery for the band as they went on US tour supporting the rock giants. “Their crew were playing the song on the tour bus, and several knew us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Impact
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their records. It sold well over half a million units in its first week, and sales of their songs saw an increase significantly at a time as the industry faced decline.
The series still motivates nimble-fingered dedication among its fans. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with similar mechanics and extensive customisation options. The song is challenging enough on expert mode, let alone performed at double speed and without missing every one of the thousands of cues. They claimed requiring nine months of practice.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you ought to use actual weapons and go to war,” says musician Herman Li.
The band previously completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors informing us that our selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow everything else accomplishments. Recently, the song featured in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy of a Iconic Controller
Top-tier promotion, whether it’s for automobiles, clothes or video games, goes further mere transactions – 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 being a music icon in the spotlight. From day one, the creators felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to do it”.
The majority installments were released over a mere half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, except for a short-lived revival several years later.
Titles such as the fan project and newer releases have kept the community active, and there’s set to be something from the original publisher in development. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?
“We thought such titles might become like Madden where you can update every year,” he remarks. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to persist with new generations.”