Marking two decades after the legendary game hit the market across the Atlantic, providing players everywhere the tools to become rock legends. Not literally, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s four-minute instrumental break before a packed crowd of friends.
Created by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to a song. Every sequence mimicked particular chords, creating the sensation of a genuine performance.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the groundwork for an unlikely billion-dollar series that had a significant influence on numerous of the artists included, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles of licensing the recordings – even though the first two games mostly used rerecorded tracks.
“We reproduced all the music because the dollar figure was so high,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when Guitar Hero took off, album purchases airtime increased, all artists desired to be in.”
He continues: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their children to the music they adored. It evolved into a multigenerational thing.”
Classic Rock Gains Younger Fans
Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game revived classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Generally such music was seen as outdated material, however when it was featured on the game and teenagers were finding it, abruptly it became trendy. This validated it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the Answer’s first record was still unreleased stateside, so Guitar Hero was a key medium for exposure for the band as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Influence
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the group more money compared to their studio albums. It moved well over half a million units in its first week, while sales of Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. The song is challenging even in expert mode, let alone played at double speed while hitting every one of the thousands of cues. They claimed it took months of practice of practice.
“The game is a fun, fantasy thing. Just as with other games, that doesn’t mean you ought to use a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce had already wrapped up a successful tour when their hit appeared in the third game, but Li says it turned them into widely recognized. “I remember the record label informing us that we were selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing just before the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has threatened to overshadow all other accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has a unique path in music and I’m glad we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best marketing, whether it’s for cars, apparel or video games, extends beyond than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural urge to make music, and their goal was to leverage innovation to allow people to participate”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring spin-offs like the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Games like the fan project and Fortnite Festival have maintained the scene active, and there’s set to be something from the original publisher on the way. A new studio has entered production on its debut music game. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry following the classic?
“We thought such titles could be like Madden allowing annual releases,” he remarks. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”