Marking 20 years after the legendary game hit the market in North America, offering players everywhere the tools to become rock legends. Not literally, though you'd be hard-pressed telling that someone who's mastered Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Developed by Harmonix, the game gave players a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Every sequence mimicked specific notes, creating the sensation of an authentic live show.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, later purchased by Activision in 2006. Together, they laid the groundwork for an unlikely massively profitable franchise which made a significant influence on numerous of the artists included, showcasing classic groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – even though the first two games mostly used rerecorded tracks.
“We reproduced every song since the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. But once the game took off, and record sales and radio play were going up, all artists desired to participate.”
He continues: “Among the amazing things was the number of parents reached out and thanked us for introducing their children to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band the Answer included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers the way the game revived classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Generally this had been considered outdated material, but then once it got featured on the game and teenagers discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated tag. It gave our catalog a new life.”
At that time, the Answer’s debut album was still not available in the US, so Guitar Hero served as a primary platform of discovery for the band as they went on US tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Impact
Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money compared to their records. It sold well over 500,000 copies upon release, and demand for Aerosmith’s music rose of up to 40% during an era when the music business was already collapsing.
The series still motivates nimble-fingered dedication among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is difficult enough on the hardest setting, not to mention performed at double speed while hitting every one of its near 4,000 notes. They claimed requiring nine months of practice.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour before their hit appeared in the third game, but Li says it made them a household name. “I recall our distributors informing us that we were records were moving like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it risked overshadow all other the band has done. Last year, the song was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
The best marketing, be it for cars, clothes or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the creators believed there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to participate”.
Most installments came out over a mere five-year period between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Games like the fan project and Fortnite Festival have kept the community active, and there’s expectations of something from the original publisher on the way. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. There’s no reason for it to continue with new generations.”