Marking 20 years since the legendary game first launched across the Atlantic, providing players everywhere the opportunity to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s lengthy guitar solo in front of a packed crowd of friends.
Created by Harmonix, the game gave players a plastic guitar peripheral to match on-screen cues moving along the display synchronized to the music. Each riff mimicked particular chords, producing the feel of an authentic live show.
The studio had already tried its hand with rhythm games before partnering with RedOctane, later purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar series which made a significant impact on numerous of the artists included, introducing decades-old groups to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music since the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero took off, and record sales and radio play increased, all artists desired to participate.”
He adds: “One of the amazing things was the number of parents got in touch and thanked us for introducing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived classic rock to the forefront: “The game offered a larger, new demographic. Generally this had been seen as outdated material, however once it got included in the game and teenagers were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated tag. It provided all our music renewed popularity.”
At that time, the Answer’s debut album was still not available in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on a North American tour opening for AC/DC. “The roadies had on Never Too Late during travel, and several knew us from Guitar Hero,” he notes.
Major Band Titles Enduring Impact
Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and related lore, visuals and legendary status. For example, the Aerosmith edition, reportedly to have made the band greater revenue than any of their studio albums. It sold well over 500,000 units upon release, while demand for their songs rose of up to 40% at a time as the industry faced decline.
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 – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. This track is challenging even in expert mode, let alone played at double speed while hitting every one of its near 4,000 notes. They claimed it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use a real gun and enlist,” says musician the artist.
DragonForce had already completed a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall the record label informing us that our records were moving like crazy,” he says. “Popularity surged 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 risked overshadow all other accomplishments. Last year, the track was used in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only hear a single track, it’s totally cool – everyone’s got their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, whether it’s for cars, apparel or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to make music, and their goal was to use technology to enable everyone to do it”.
The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.
Games such as Clone Hero and newer releases have maintained the scene active, and there’s set to be something from the original publisher in development. A new studio has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following the classic?
“Our team believed such titles might become like Madden where you can releases,” Dornbrook says. “There’s so much new music it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”