It has been two decades since the legendary game hit the market across the Atlantic, offering players everywhere the tools to become rock legends. Not in reality, but try telling that someone who's mastered Free Bird’s four-minute guitar solo in front of an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the screen in time with the music. Every sequence mimicked particular chords, creating the sensation of a genuine live show.
The studio had already tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar series which made a remarkable influence for many of the artists featured, showcasing classic bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the recordings – even though the first two games mostly used cover versions.
“We rerecorded every song since the cost was so high,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game became a hit, and record sales and radio play increased, all artists desired to be in.”
He continues: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish group one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought classic rock back into vogue: “The game offered a larger, new demographic. Typically this had been considered outdated material, but then once it got included in the title and teenagers discovered it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the Answer’s debut album was still not available in the US, so Guitar Hero was a key medium for exposure for the group as they went on US tour opening for AC/DC. “The roadies had on the song on the tour bus, and several knew us thanks to the game,” he notes.
Major Band Titles Enduring Influence
Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money compared to their studio albums. It sold well over 500,000 units in its first week, while sales of Aerosmith’s music saw an increase significantly at a time as the industry faced decline.
Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is challenging enough on expert mode, let alone played at double speed while hitting a single one of the thousands of cues. They stated it took nine months of practice.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you should use actual weapons and go to war,” says DragonForce guitarist the artist.
DragonForce had already completed a successful tour before Through the Fire and Flames appeared in the third game, but Li says it made them widely recognized. “I recall our distributors informing us that we were selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it threatened to eclipsing all other accomplishments. Last year, the song was used in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best promotion, be it for cars, apparel or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the creators believed there’s an instinctive urge to make music, and their goal was to use technology to allow people to do it”.
The majority of Guitar Hero games were released in just a five-year period from 2005 to 2010, including spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.
Titles such as the fan project and newer releases have kept the community alive, with expectations of a new product from the original publisher on the way. A new studio has entered production on its debut music game. The initial creators are participating as special advisers. Is the world prepared to welcome another game following the classic?
“We thought those games could be like Madden allowing annual releases,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain optimistic. It's entirely possible for it to persist for future fans.”