It has been 20 years since the legendary game debuted across the Atlantic, providing players everywhere the means to become a rock star. Figuratively speaking, but try convincing anyone who has nailed Free Bird’s lengthy guitar solo before a packed living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the display synchronized to a song. Every sequence mimicked specific notes, creating the sensation of a genuine performance.
The studio previously experimented with rhythm games before partnering with the publisher, which was acquired by Activision in 2006. Collaboratively, they established the foundations for a surprising billion-dollar series that had a significant impact for many of the artists included, introducing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges in securing the songs – even though initial releases primarily featured rerecorded tracks.
“We rerecorded every song since the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game became a hit, album purchases and radio play increased, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series brought classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Generally such music was seen as music that was past it, however when it was included in the title young people were finding it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
At that time, the Answer’s debut album was still unreleased in the US, meaning the game served as a primary platform of discovery for the group as they went on a North American tour opening for AC/DC. “The roadies were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and associated stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band greater revenue compared to their studio albums. It sold more than half a million units in its first week, and sales of Aerosmith’s music rose significantly during an era as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult even in expert mode, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” notes musician the artist.
DragonForce had already wrapped up a profitable run when their hit appeared in the third game, but Li says it turned them into a household name. “I recall our distributors informing us that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing all other the band has done. Last year, the song featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
The best promotion, be it for cars, clothes or video games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the creators felt that humans have a natural urge to create songs, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including derivative titles like DJ Hero, including a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.
Games such as Clone Hero and newer releases have kept the scene alive, and there’s set to be something from the original publisher on the way. Recently formed developers has entered production on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?
“Our team believed such titles could be like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist for future fans.”