Marking two decades since the legendary game hit the market across the Atlantic, offering everyday gamers the means to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s lengthy instrumental break before a packed crowd of friends.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the display synchronized to a song. Each riff mimicked specific notes, creating the sensation of an authentic live show.
The studio had already tried its hand in the music genre before partnering with the publisher, which was acquired by Activision in 2006. Together, they laid the groundwork for a surprising massively profitable series which made a significant impact for many musicians included, showcasing decades-old groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the songs – even though the first two games mostly used rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, album purchases airtime increased, everyone wanted to be in.”
He adds: “One of the remarkable aspects was how many parents got in touch expressing gratitude for introducing their kids to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Gains Younger Fans
Irish blues-rock band the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived classic rock back into vogue: “Guitar Hero offered a larger, new demographic. Typically this had been seen as music that was past it, but then once it got included in the game young people were finding it, suddenly it became trendy. That legitimised it, eliminating the outdated tag. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album was still unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour supporting AC/DC. “Their crew had on Never Too Late during travel, and several recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Impact
Rock’s biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and related stories, imagery and legendary status. For example, the Aerosmith edition, it was said to have made the band greater revenue than any of their studio albums. It sold well over half a million units upon release, while demand for Aerosmith’s music rose significantly at a time when the music business faced decline.
The series continues to inspire quick-handed fanaticism within the community. Recently, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is challenging even in expert mode, not to mention played at double speed while hitting every one of its near 4,000 notes. They stated it took nine months of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce had already completed a successful tour before their hit appeared on Guitar Hero III, but Li says it made them a household name. “I remember our distributors informing us that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it risked eclipsing everything else accomplishments. Last year, the track was used in promotional material for a major film. “Previously I thought differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
The best promotion, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to do it”.
The majority installments came out over a mere five-year period from 2005 to 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Titles such as the fan project and Fortnite Festival have maintained the scene alive, and there’s set to be something from the original publisher on the way. Recently formed developers has begun production on its debut music game. Original co-founders are both involved in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed those games could be like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”