Marking 20 years after the legendary game first launched in North America, offering everyday gamers the opportunity to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s lengthy guitar solo in front of a packed crowd of friends.
Created by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the screen synchronized to the music. Every sequence mimicked particular chords, producing the feel of an authentic live show.
Harmonix had already experimented in the music genre before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Together, they laid the foundations for a surprising massively profitable series that had a remarkable influence for many musicians included, introducing decades-old bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded every song because the cost was so high,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, and record sales and radio play increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many parents got in touch expressing gratitude for introducing their kids to the songs they adored. It became an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Generally such music was considered outdated material, however when it was included in the game and teenagers discovered it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated tag. It gave all our music a new life.”
At that time, the band's first record remained unreleased in the US, so the game was a key medium for exposure for the group as they went on US tour supporting AC/DC. “Their crew were playing the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around their music collections and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their studio albums. It sold more than half a million copies in its first week, while sales of their songs rose of up to 40% at a time when the music business faced decline.
Guitar Hero still motivates nimble-fingered 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 made popular by Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. This track is challenging enough on expert mode, let alone played at increased tempo while hitting a single one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you ought to use a real gun and go to war,” notes musician the artist.
DragonForce had already completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors calling to tell me that we were selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it has threatened to eclipsing everything else accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “If you only listen to a single track, that's fine – everyone’s got their own path in music and I’m glad we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best marketing, whether it’s for automobiles, apparel or games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, except for a short-lived revival several years later.
Titles like the fan project and Fortnite Festival have maintained the community alive, and there’s set to be something from the original publisher on the way. A new studio has entered work on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world ready to embrace another game following Guitar Hero?
“We thought those games might become similar to sports games where you can update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”