Marking two decades after the legendary game hit the market across the Atlantic, providing everyday gamers the opportunity to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's mastered the epic lengthy instrumental break before an enthusiastic living-room audience.
Created by the developers, the game gave players a guitar-shaped controller to follow on-screen cues moving along the screen in time with a song. Every sequence corresponded to specific notes, creating the feel of a genuine live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable series which made a significant impact for many of the artists featured, introducing decades-old groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges in securing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song because the cost was so high,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, and record sales and radio play increased, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many parents got in touch expressing gratitude for introducing their kids to the music they adored. It became a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game revived older hits back into vogue: “The game provided a larger, younger audience. Typically such music was seen as music that was past it, however once it got featured on the game young people were finding it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave all our music a new life.”
At that time, the Answer’s debut album was still not available in the US, so Guitar Hero was a key medium for exposure for the group during their a North American tour supporting AC/DC. “Their crew had on Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their studio albums. It moved well over half a million units in its first week, while sales of their songs saw an increase of up to 40% during an era as the industry was already collapsing.
The series still motivates quick-handed dedication within the community. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is difficult enough on expert mode, not to mention performed at double speed and without missing every one of its near 4,000 notes. They claimed it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. If you play other games, it doesn't imply you ought to pick up a real gun and enlist,” says musician Herman Li.
DragonForce previously completed a profitable run before their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label informing us that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of the headliners at the event.”
In fact, the band's visibility via the game was so immense that it has risked eclipsing everything else accomplishments. Last year, the track featured in a trailer for a major film. “Previously I thought differently, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has their own path in music and I'm pleased we played a role of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best marketing, be it for cars, clothes or video games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the creators believed there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, including a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a short-lived revival several years later.
Titles such as Clone Hero and Fortnite Festival have maintained the scene active, and there’s expectations of a new product from the founders in development. A new studio has entered work on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace another game following the classic?
“We thought those games could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain optimistic. It's entirely possible why it can’t persist with new generations.”