Marking 20 years since the legendary game hit the market across the Atlantic, offering players everywhere the tools to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the screen in time with a song. Each riff mimicked particular chords, producing the feel of an authentic live show.
Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, later acquired by Activision in 2006. Collaboratively, they established the groundwork for a surprising massively profitable franchise that had a remarkable influence on numerous of the artists included, showcasing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial financial challenges in securing the recordings – even though the first two games primarily featured rerecorded tracks.
“We reproduced every song because the dollar figure was so high,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game took off, and record sales airtime were going up, all artists desired to participate.”
He continues: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish group one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers the way the game brought classic rock to the forefront: “The game provided a larger, new demographic. Typically such music was seen as outdated material, however once it got included in the game young people discovered it, suddenly it was cool. This validated the genre, and got rid of the outdated label. It provided all our music a new life.”
In 2008, the band's first record remained unreleased in the US, so the game served as a primary platform for exposure for the group during their US tour supporting AC/DC. “The roadies had on Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their records. It sold more than half a million copies in its first week, and demand for their songs rose of up to 40% at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. This track is challenging even in expert mode, let alone played at double speed and without missing every one of its near 4,000 notes. They stated requiring months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I remember the record label calling to tell me that our selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it has threatened to overshadow everything else accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Impact from the Plastic Guitar
Top-tier promotion, be it for cars, clothes or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the creators felt that there’s an instinctive human desire to make music, and their goal was to use technology to enable everyone to do it”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.
Titles like the fan project and Fortnite Festival have maintained the scene alive, with expectations of something from the original publisher in development. Recently formed developers has begun work on its debut music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”