It has been two decades after the legendary game hit the market across the Atlantic, giving everyday gamers the tools to become a rock star. Not in reality, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s lengthy guitar solo before a packed living-room audience.
Developed by the developers, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to the music. Each riff corresponded to specific notes, creating the feel of an authentic live show.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for an unlikely massively profitable franchise which made a significant influence on numerous musicians featured, showcasing classic bands to millions of younger players.
A former executive, former COO from the developer, remembers the early budgetary hurdles in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music because the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. However, when Guitar Hero took off, and record sales and radio play increased, all artists desired to participate.”
He adds: “Among the amazing things was the number of parents got in touch and thanked us for introducing their kids to the songs they loved. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game brought older hits to the forefront: “Guitar Hero offered a larger, younger audience. Generally such music was seen as outdated material, however when it was featured on the game young people were finding it, abruptly it was cool. That legitimised it, eliminating the outdated tag. It provided our catalog renewed popularity.”
At that time, the Answer’s first record was still unreleased stateside, so the game was a key medium for exposure for the band during their US tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and related lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band greater revenue compared to their studio albums. It sold more than 500,000 copies upon release, and sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. The song is challenging enough on the hardest setting, not to mention performed at double speed and without missing every one of its near 4,000 notes. The streamer claimed it took nine months of practice.
“The game offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use a real gun and go to war,” says DragonForce guitarist the artist.
The band had already wrapped up a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it turned them into widely recognized. “I recall the record label informing us that our selling albums like crazy,” he says. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it has threatened to overshadow everything else the band has done. Last year, the track featured in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” he admits. “Should you just listen to a single track, that's fine – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Legacy from the Plastic Guitar
Top-tier marketing, be it for automobiles, clothes or games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star 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 allow people to participate”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have kept the community active, and there’s expectations of something from the founders in development. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games could be like Madden where you can update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”