Marking two decades since the legendary game first launched across the Atlantic, offering players everywhere the means to feel like rock legends. Figuratively speaking, but try telling that anyone who has mastered Free Bird’s lengthy instrumental break in front of a packed crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display in time with the music. Every sequence corresponded to specific notes, creating the feel of an authentic live show.
Harmonix had already experimented in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for a surprising massively profitable series that had a remarkable impact on numerous of the artists featured, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded all the music because the dollar figure was so high,” he says. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when the game took off, album purchases and radio play were going up, all artists desired to participate.”
He continues: “One of the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their children to the music they loved. It became an intergenerational thing.”
Classic Rock Finds a New Audience
Irish group one featured act included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Generally such music was considered music that was past it, however once it got featured on the title young people discovered it, abruptly it was cool. This validated the genre, and got rid of the outdated tag. It provided our catalog a new life.”
At that time, the band's first record remained not available in the US, so the game served as a primary platform of discovery for the group as they went on US tour supporting AC/DC. “The roadies had on the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Major Band Titles Enduring Impact
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their studio albums. It moved more than half a million copies in its first week, while demand for their songs saw an increase of up to 40% during an era as the industry was already collapsing.
The series still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. This track is difficult even in expert mode, not to mention played at double speed while hitting a single one of the thousands of cues. The streamer claimed requiring nine months of practice.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you ought to use a real gun and enlist,” says musician the artist.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label informing us that our records were moving like crazy,” he says. “It exploded when we next toured, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing all other the band has done. Last year, the song featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best promotion, be it for cars, apparel or video games, extends beyond than selling something – it evokes a desire. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Titles like Clone Hero and Fortnite Festival have kept the scene active, and there’s set to be something from the original publisher on the way. A new studio has entered work on its debut music game. The initial creators are participating in advisory roles. Are gamers ready to embrace another game following the classic?
“Our team believed such titles might become like Madden where you can update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”