It has been two decades after the legendary game debuted in North America, giving players everywhere the means to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s lengthy instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the screen in time with a song. Each riff mimicked particular chords, creating the sensation of an authentic performance.
The studio had already experimented with rhythm games prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar series that had a significant impact on numerous of the artists featured, introducing classic bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced all the music since the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like the Who – the publisher had virtually no money, and we were pretty convinced the project would flop. However, when the game became a hit, and record sales airtime were going up, all artists desired to participate.”
He continues: “One of the remarkable aspects was how many parents got in touch and thanked us for introducing their children to the songs they adored. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought older hits to the forefront: “The game offered a larger, younger audience. Generally such music was seen as music that was past it, but then once it got included in the game and teenagers were finding it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the Answer’s first record remained unreleased stateside, meaning the game was a key medium of discovery for the group as they went on US tour supporting the rock giants. “Their crew were playing the song during travel, and some of them knew us from Guitar Hero,” he notes.
Major Band Titles and Lasting Influence
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their studio albums. It moved more than half a million copies upon release, and demand for Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.
The series still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. This track is challenging even in the hardest setting, not to mention performed at double speed and without missing a single one of the thousands of cues. The streamer claimed it took months of practice of practice.
“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run when their hit was featured in the third game, yet he explains it made them widely recognized. “I remember the record label informing us that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked overshadow everything else the band has done. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Plastic Guitar
Top-tier promotion, be it for automobiles, apparel or video games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have maintained the community active, and there’s expectations of something from the founders in development. A new studio has begun work on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”