It has been two decades since Guitar Hero first launched across the Atlantic, providing players everywhere the tools to become rock legends. Not in reality, but try convincing someone who's nailed Free Bird’s four-minute guitar solo in front of an enthusiastic living-room audience.
Developed by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes moving along the screen in time with the music. Every sequence mimicked particular chords, creating the feel of a genuine live show.
Harmonix had already experimented in the music genre before partnering with the publisher, which was acquired by the gaming giant in 2006. Together, they established the groundwork for an unlikely billion-dollar series which made a significant impact for many of the artists featured, introducing classic bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial financial challenges of licensing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once Guitar Hero took off, album purchases and radio play increased, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many parents reached out and thanked us for introducing their kids to the music they adored. It became an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer included their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series revived older hits to the forefront: “The game offered a bigger, younger audience. Generally such music was considered music that was past it, but then once it got included in the title young people were finding it, abruptly it was cool. This validated it, and got rid of the outdated tag. It gave all our music renewed popularity.”
At that time, the Answer’s debut album remained unreleased stateside, so the game was a key medium for exposure for the band as they went on a North American tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Influence
Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the band greater revenue compared to their studio albums. It moved well over 500,000 units in its first week, and sales of Aerosmith’s music rose significantly during an era as the industry faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is difficult even in the hardest setting, let alone played at increased tempo while hitting a single one of the thousands of cues. The streamer claimed requiring nine months of practice.
“The game is a fun, fantasy thing. Just as with other games, that doesn’t mean you should use actual weapons and enlist,” notes musician Herman Li.
DragonForce had already wrapped up a profitable run before their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I remember the record label calling to tell me that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow all other accomplishments. Recently, the track was used in a trailer for a major film. “Previously I thought differently, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Plastic Guitar
The best promotion, whether it’s for automobiles, apparel or games, goes further than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most installments came out in just a five-year period between 2005 and 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.
Games such as the fan project and Fortnite Festival have maintained the community active, with expectations of something from the original publisher on the way. A new studio has entered production on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?
“We thought those games might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much new music it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”