Marking two decades after the legendary game debuted in North America, offering players everywhere the tools to become rock legends. Figuratively speaking, but try telling that anyone who has nailed Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.
Created by Harmonix, the game gave players a guitar-shaped controller to match coloured notes moving along the screen in time with the music. Every sequence corresponded to particular chords, creating the sensation of a genuine live show.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by Activision in 2006. Collaboratively, they established the foundations for an unlikely massively profitable franchise which made a remarkable impact for many musicians included, showcasing decades-old bands to a new generation of younger players.
A former executive, former COO of Harmonix, remembers the initial financial challenges in securing the songs – despite the fact the first two games primarily featured cover versions.
“We rerecorded every song because the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, and record sales airtime increased, all artists desired to be in.”
He adds: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It became a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock to the forefront: “Guitar Hero provided a bigger, new demographic. Typically such music was seen as outdated material, however once it got included in the game and teenagers discovered it, abruptly it was cool. That legitimised it, eliminating the outdated tag. It provided all our music renewed popularity.”
In 2008, the band's first record was still unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the band as they went on US tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group more money compared to their studio albums. It sold more than half a million copies in its first week, and demand for their songs rose of up to 40% during an era when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. This track is difficult enough on expert mode, not to mention played at increased tempo and without missing a single one of the thousands of cues. The streamer stated requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” says musician Herman Li.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember the record label calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
In fact, DragonForce’s exposure via the game was so immense that it threatened to eclipsing everything else the band has done. Recently, the track featured in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Iconic Controller
Top-tier marketing, be it for cars, apparel or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders believed humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival several years later.
Games such as the fan project and Fortnite Festival have maintained the community alive, with set to be something from the founders on the way. Recently formed developers has entered work on their first music game. Original co-founders are participating in advisory roles. Is the world ready to embrace another game in the spirit of the classic?
“We thought those games could be similar to sports games where you can releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue with new generations.”