It has been two decades since the legendary game hit the market across the Atlantic, providing everyday gamers the tools to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who has mastered the epic lengthy guitar solo in front of an enthusiastic living-room audience.
Developed by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues moving along the screen in time with a song. Every sequence mimicked specific notes, producing the feel of an authentic performance.
The studio previously experimented with rhythm games before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable series that had a remarkable impact on numerous of the artists featured, showcasing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded every song since the cost was so high,” he explains. “Despite having the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game took off, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their kids to the songs they loved. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought classic rock back into vogue: “The game offered a bigger, new demographic. Typically such music was seen as outdated material, but then when it was featured on the game and teenagers were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”
In 2008, the Answer’s first record remained unreleased in the US, meaning the game served as a primary platform for exposure for the band during their US tour opening for AC/DC. “The roadies had on the song during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and related stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the group more money compared to their records. It moved well over 500,000 copies in its first week, and sales of Aerosmith’s music rose significantly during an era when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is challenging even in expert mode, not to mention played at increased tempo and without missing a single one of the thousands of cues. They claimed requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to use actual weapons and enlist,” notes musician Herman Li.
The band had already wrapped up a successful tour before their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label informing us that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it risked eclipsing all other the band has done. Last year, the track featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, that's fine – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact of a Plastic Guitar
The best promotion, be it for cars, apparel or video games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and their goal was to leverage innovation to allow people to participate”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a short-lived revival several years later.
Titles such as Clone Hero and Fortnite Festival have kept the community alive, with expectations of something from the original publisher on the way. A new studio has entered production on its debut music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?
“Our team believed those games could be like Madden where you can update every year,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue for future fans.”