Marking 20 years after the legendary game first launched across the Atlantic, giving players everywhere the opportunity to become rock legends. Figuratively speaking, but try convincing someone who's nailed Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Developed by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the display in time with the music. Every sequence corresponded to particular chords, producing the feel of a genuine performance.
The studio had already experimented in the music genre before partnering with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable series which made a significant impact for many musicians included, introducing classic groups to millions of younger players.
A former executive, former COO of Harmonix, recalls the early financial challenges in securing the songs – despite the fact the first two games primarily featured cover versions.
“We rerecorded every song since the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to participate.”
He adds: “One of the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their children to the music they adored. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Irish group the Answer included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived older hits to the forefront: “The game provided a bigger, younger audience. Typically this had been considered music that was past it, however once it got featured on the title young people discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated tag. It provided all our music a new life.”
In 2008, the Answer’s debut album was still not available in the US, so the game was a key medium of discovery for the band during their US tour opening for AC/DC. “Their crew were playing the song during travel, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized game editions that focused on their music collections and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their records. It moved well over half a million copies upon release, while demand for Aerosmith’s music saw an increase significantly during an era when the music business faced decline.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is challenging enough on the hardest setting, let alone played at increased tempo while hitting a single one of the thousands of cues. The streamer claimed requiring months of practice of practice.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you should use actual weapons and enlist,” notes DragonForce guitarist Herman Li.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors calling to tell me that we were records were moving like crazy,” he says. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
In fact, the band's visibility via the game was so immense that it has threatened to overshadow all other the band has done. Recently, the song was used in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. From day one, the co-founders felt that humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Titles such as Clone Hero and Fortnite Festival have maintained the community active, and there’s expectations of a new product from the original publisher in development. A new studio has entered production on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?
“We thought such titles might become like Madden allowing annual releases,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”