It has been two decades since the legendary game hit the market across the Atlantic, providing players everywhere the means to become rock legends. Not literally, though you'd be hard-pressed telling that anyone who's mastered Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to the music. Each riff corresponded to particular chords, creating the feel of an authentic live show.
The studio had already experimented with rhythm games before partnering with RedOctane, which was acquired by Activision in 2006. Together, they laid the groundwork for an unlikely billion-dollar series which made a significant influence on numerous musicians included, introducing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO from the developer, recalls the initial financial challenges of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced all the music because the cost was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when Guitar Hero took off, album purchases and radio play increased, everyone wanted to be in.”
He adds: “One of the amazing things was how many parents reached out expressing gratitude for introducing their children to the songs they loved. It became a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish group one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers the way the game revived classic rock back into vogue: “The game offered a bigger, younger audience. Typically such music was considered music that was past it, but then once it got included in the title young people were finding it, suddenly it was cool. That legitimised it, eliminating the outdated tag. It gave all our music renewed popularity.”
At that time, the band's debut album was still unreleased in the US, meaning the game served as a primary platform of discovery for the band as they went on a North American tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around their music collections and associated lore, imagery and legendary status. For example, the Aerosmith edition, it was said earned the group more money compared to their records. It sold well over half a million copies upon release, and sales of their songs rose significantly 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 a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. This track is challenging even in expert mode, not to mention performed at double speed while hitting every one of its near 4,000 notes. They claimed requiring nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you ought to pick up a real gun and enlist,” says DragonForce guitarist the artist.
The band had already wrapped up a profitable run before Through the Fire and Flames was featured in the third game, 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 shares. “Popularity surged when we next toured, and we performed just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it risked eclipsing everything else the band has done. Recently, the song featured in a trailer for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – each person has a unique musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Legacy from the Iconic Controller
Top-tier marketing, be it for cars, apparel or games, extends beyond mere transactions – it inspires a longing. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the creators believed humans have a natural human desire to make music, and their goal was to use technology to enable everyone to participate”.
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 the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have maintained the scene alive, with expectations of a new product from the founders on the way. Recently formed developers has entered production on their first music game. Original co-founders are participating as special advisers. Is the world ready to embrace another game following Guitar Hero?
“Our team believed such titles could be like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible for it to persist for future fans.”