It has been 20 years after the legendary game debuted in North America, giving everyday gamers the opportunity to become rock legends. Not in reality, but try convincing someone who's mastered Free Bird’s four-minute instrumental break before a packed living-room audience.
Developed by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues moving along the screen synchronized to a song. Every sequence mimicked particular chords, producing the sensation of a genuine live show.
Harmonix had already experimented with rhythm games before partnering with RedOctane, which was acquired by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely billion-dollar franchise which made a remarkable influence on numerous musicians included, introducing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO from the developer, remembers the early financial challenges in securing the songs – even though initial releases mostly used rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero took off, and record sales airtime were going up, all artists desired to participate.”
He adds: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for exposing their children to the songs they loved. It became a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish group the Answer had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series revived older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Generally this had been seen as music that was past it, however when it was featured on the game young people discovered it, abruptly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”
At that time, the band's first record was still not available in the US, meaning the game served as a primary platform for exposure for the band as they went on a North American tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and associated lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group greater revenue than any of their studio albums. It moved well over half a million units upon release, and sales of their songs saw an increase significantly during an era as the industry faced decline.
The series continues to inspire quick-handed fanaticism within the community. 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 the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is challenging enough on expert mode, let alone performed at double speed while hitting a single one of the thousands of cues. The streamer stated requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to use actual weapons and go to war,” says DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it turned them into widely recognized. “I remember our distributors calling to tell me that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we performed just before the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing all other accomplishments. Recently, the track was used in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Iconic Controller
Top-tier marketing, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to do it”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.
Games like Clone Hero and newer releases have kept the scene active, with expectations of a new product from the founders in development. A new studio has begun production on its debut rhythm-based title. The initial creators are participating as special advisers. Is the world ready to embrace another game following Guitar Hero?
“Our team believed those games might become similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”