Marking two decades after the legendary game first launched across the Atlantic, offering everyday gamers the means to become rock legends. Figuratively speaking, but try convincing someone who's mastered Free Bird’s four-minute instrumental break in front of a packed living-room audience.
Created by the developers, the game gave players a guitar-shaped controller to follow on-screen cues moving along the screen in time with a song. Each riff mimicked specific notes, creating the sensation of an authentic performance.
Harmonix previously experimented in the music genre before partnering with RedOctane, later purchased by Activision during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable franchise that had a remarkable impact on numerous of the artists featured, introducing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music since the cost prohibitive,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game took off, album purchases airtime were going up, everyone wanted to be in.”
He adds: “One of the amazing things was the number of parents reached out expressing gratitude for introducing their children to the music they loved. It became an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist the artist remembers how the series brought classic rock back into vogue: “The game provided a larger, new demographic. Typically this had been seen as music that was past it, but then once it got featured on the game and teenagers were finding it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided our catalog a new life.”
At that time, the band's first record was still not available stateside, meaning the game was a key medium of discovery for the group as they went on a North American tour supporting AC/DC. “Their crew had on the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions centered around their music collections and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band more money compared to their studio albums. It sold well over half a million units in its first week, while demand for Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, a streamer completed an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. This track is challenging enough on expert mode, not to mention performed at increased tempo and without missing a single one of the thousands of cues. They stated requiring months of practice of practice.
“Guitar Hero is a fun, fantasy thing. Just as with other games, that doesn’t mean you ought to use a real gun and enlist,” notes DragonForce guitarist the artist.
The band had already wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors informing us that our records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing everything else the band has done. Recently, the song featured in promotional material for Despicable Me 4. “In the past I felt 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 their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
Top-tier marketing, whether it’s for cars, apparel or video games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what we were trying to create,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, including derivative titles such as the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, except for a short-lived revival several years later.
Titles like the fan project and Fortnite Festival have kept the scene alive, and there’s set to be a new product from the founders on the way. A new studio has entered work on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome another game following Guitar Hero?
“Our team believed such titles could be similar to sports games where you can update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”