It has been 20 years after the legendary game debuted across the Atlantic, giving players everywhere the opportunity to feel like rock legends. Not in reality, but try convincing someone who has nailed Free Bird’s four-minute guitar solo in front of an enthusiastic crowd of friends.
Created by Harmonix, the game gave players a plastic guitar peripheral to follow on-screen cues scrolling down the display synchronized to the music. Each riff mimicked particular chords, producing the sensation of a genuine live show.
The studio had already tried its hand with rhythm games before partnering with RedOctane, which was purchased by Activision in 2006. Together, they established the groundwork for an unlikely massively profitable franchise which made a remarkable impact on numerous musicians included, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges in securing the songs – even though the first two games mostly used cover versions.
“We reproduced all the music since the cost was so high,” he says. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. However, when Guitar Hero took off, and record sales airtime increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their kids to the music they adored. It became a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish group one featured act had their track in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game brought classic rock back into vogue: “Guitar Hero offered a bigger, younger audience. Generally this had been seen as music that was past it, but then when it was featured on the title young people discovered it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”
In 2008, the band's debut album remained unreleased stateside, meaning the game was a key medium of discovery for the group during their US tour supporting the rock giants. “Their crew had on the song on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their records. It moved more than 500,000 copies in its first week, and sales of Aerosmith’s music rose significantly at a time as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is difficult enough on the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They claimed requiring months of practice to accomplish.
“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” notes DragonForce guitarist the artist.
DragonForce previously completed a successful tour before their hit was featured in the third game, yet he explains it turned them into widely recognized. “I remember our distributors calling to tell me that our records were moving rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to overshadow everything else accomplishments. Recently, the song featured in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
Top-tier promotion, be it for cars, clothes or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to do it”.
The majority installments were released in just a five-year period between 2005 and 2010, including spin-offs such as the DJ version, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have maintained the scene active, and there’s set to be a new product from the founders in development. A new studio has entered work on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry following Guitar Hero?
“Our team believed such titles might become like Madden where you can update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”