It has been two decades after the legendary game hit the market across the Atlantic, offering everyday gamers the opportunity to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's mastered Free Bird’s lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes moving along the display synchronized to the music. Each riff corresponded to specific notes, creating the sensation of an authentic performance.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, which was acquired by Activision in 2006. Collaboratively, they established the foundations for an unlikely massively profitable series which made a significant impact for many of the artists included, introducing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the early financial challenges in securing the songs – despite the fact initial releases mostly used cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. But once the game took off, and record sales and radio play increased, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many mothers and fathers reached out expressing gratitude for exposing their kids to the songs they loved. It evolved into 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. Guitarist the artist remembers the way the game revived classic rock back into vogue: “The game provided a larger, younger audience. Generally such music was seen as outdated material, but then when it was featured on the game young people were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the band's debut album was still unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the group as they went on US tour supporting the rock giants. “Their crew had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Titles and Lasting Influence
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue compared to their records. It sold more than 500,000 units upon release, and sales of their songs rose of up to 40% at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. The song is challenging enough on expert mode, not to mention played at double speed while hitting every one of its near 4,000 notes. They claimed it took nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to use a real gun and enlist,” notes DragonForce guitarist the artist.
The band had already wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it has risked overshadow all other the band has done. Recently, the track was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part in fans' experiences”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, be it for cars, clothes or games, goes further than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to do it”.
Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments died down, except for a brief comeback in 2015.
Games like the fan project and Fortnite Festival have kept the scene alive, and there’s set to be something from the founders in development. Recently formed developers has begun work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“We thought such titles could be like Madden where you can releases,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”