Marking two decades after Guitar Hero hit the market across the Atlantic, offering players everywhere the tools to feel like rock legends. Not in reality, but try telling that someone who's mastered the epic four-minute instrumental break in front of a packed living-room audience.
Created by the developers, the game gave players a guitar-shaped controller to follow coloured notes moving along the display in time with a song. Each riff mimicked specific notes, creating the feel of an authentic live show.
The studio had already experimented in the music genre prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Together, they established the foundations for an unlikely billion-dollar series which made a significant impact for many musicians featured, introducing decades-old groups to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the initial financial challenges of licensing the songs – even though the first two games mostly used rerecorded tracks.
“We reproduced every song because the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure bands like legendary groups – the publisher had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was how many parents got in touch expressing gratitude for exposing their children to the music they loved. It became a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band the Answer included their track on the 2008 game the popular installment. Guitarist the artist recalls how the series brought classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Generally such music was seen as outdated material, however when it was featured on the title and teenagers discovered it, suddenly it became trendy. That legitimised the genre, eliminating the outdated label. It gave our catalog a new life.”
At that time, the band's first record remained unreleased stateside, so the game was a key medium for exposure for the group during their US tour supporting AC/DC. “Their crew had on the song during travel, and several recognized us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Influence
Music's biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their studio albums. It moved well over 500,000 units upon release, while demand for Aerosmith’s music rose of up to 40% during an era when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, a streamer completed a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. This track is challenging even in expert mode, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. They claimed requiring months of practice to accomplish.
“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you should use actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce previously completed a profitable run before their hit appeared in the third game, but Li says it turned them into a household name. “I remember the record label informing us that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow all other accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact of a Plastic Guitar
The best promotion, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and they wanted to use technology to enable everyone to participate”.
Most installments came out over a mere half-decade between 2005 and 2010, including spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, aside from a brief comeback in 2015.
Games like Clone Hero and newer releases have maintained the scene active, with set to be a new product from the founders in development. A new studio has begun work on its debut music game. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry following the classic?
“Our team believed those games could be like Madden allowing annual releases,” he remarks. “There’s so much new music that it could be evergreen, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”