Marking 20 years after Guitar Hero hit the market across the Atlantic, providing players everywhere the tools to feel like rock legends. Figuratively speaking, but try convincing anyone who has nailed Free Bird’s lengthy guitar solo before a packed living-room audience.
Created by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the screen in time with a song. Every sequence mimicked specific notes, creating the feel of a genuine performance.
Harmonix had already tried its hand with rhythm games before partnering with RedOctane, later acquired by Activision in 2006. Together, they laid the groundwork for an unlikely massively profitable series which made a remarkable impact on numerous musicians featured, showcasing decades-old groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used cover versions.
“We reproduced all the music because the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and we were pretty convinced it would fail. But once the game became a hit, album purchases and radio play were going up, all artists desired to be in.”
He continues: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the songs they adored. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Guitarist the artist recalls how the series brought classic rock to the forefront: “The game provided a larger, new demographic. Generally such music was considered music that was past it, but then once it got featured on the title and teenagers were finding it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the band's first record remained not available in the US, so Guitar Hero was a key medium of discovery for the band during their US tour opening for AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money than any of their studio albums. It sold well over 500,000 copies in its first week, and sales of Aerosmith’s music rose of up to 40% during an era as the industry faced decline.
The series 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 Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is difficult enough on the hardest setting, let alone performed at double speed and without missing every one of the thousands of cues. They claimed requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” says musician the artist.
DragonForce previously wrapped up a successful tour when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label informing us that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked overshadow everything else the band has done. Recently, the track featured in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier promotion, be it for cars, apparel or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the creators believed humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to participate”.
The majority installments were released in just a five-year period between 2005 and 2010, including derivative titles like the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, except for a short-lived revival in 2015.
Games such as Clone Hero and newer releases have kept the community alive, and there’s set to be something from the founders on the way. A new studio has entered work on its debut music game. The initial creators are both involved as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”