Marking 20 years since the legendary game first launched across the Atlantic, offering players everywhere the opportunity to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who's mastered the epic lengthy guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to a song. Every sequence corresponded to specific notes, creating the sensation of an authentic live show.
The studio had already experimented in the music genre before partnering with RedOctane, later purchased by Activision in 2006. Together, they established the groundwork for an unlikely billion-dollar series which made a remarkable influence for many of the artists featured, showcasing classic bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced all the music since the cost prohibitive,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game took off, and record sales and radio play were going up, all artists desired to participate.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their kids to the songs they loved. It became an intergenerational thing.”
Classic Rock Finds a New Audience
Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls the way the game revived classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Generally such music was considered music that was past it, but then when it was included in the game and teenagers discovered it, abruptly it was cool. That legitimised it, eliminating the outdated tag. It gave our catalog renewed popularity.”
At that time, the band's first record was still not available in the US, so Guitar Hero was a key medium of discovery for the group during their a North American tour opening for the rock giants. “The roadies had on Never Too Late during travel, and some of them knew us thanks to the game,” he notes.
Major Band Titles and Lasting Impact
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized game editions centered around each band’s catalogue and related lore, imagery and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue compared to their studio albums. It sold well over 500,000 units in its first week, and demand for their songs saw an increase of up to 40% during an era as the industry faced decline.
Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. The song is challenging even in the hardest setting, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring nine months of practice.
“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist the artist.
DragonForce previously completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label informing us that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing everything else the band has done. Recently, the song was used in a trailer for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has a unique path in music and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy of a Iconic Controller
The best promotion, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. From day one, the creators believed humans have a natural urge to make music, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, including derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have kept the community active, and there’s expectations of a new product from the founders in development. A new studio has begun work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry following the classic?
“Our team believed those games could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”