It has been two decades since the legendary game hit the market in North America, giving everyday gamers the means to become a rock star. Not in reality, but try telling that someone who's nailed the epic lengthy instrumental break in front of a packed living-room audience.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to a song. Every sequence corresponded to specific notes, producing the sensation of a genuine live show.
The studio previously tried its hand in the music genre before partnering with RedOctane, later acquired by Activision in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise that had a remarkable influence on numerous musicians featured, introducing classic bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the songs – even though the first two games mostly used rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero took off, album purchases airtime increased, all artists desired to be in.”
He adds: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock back into vogue: “The game provided a larger, new demographic. Generally this had been considered music that was past it, but then when it was included in the game and teenagers discovered it, suddenly it became trendy. That legitimised the genre, eliminating the outdated label. It provided all our music renewed popularity.”
In 2008, the band's first record remained not available in the US, meaning the game was a key medium for exposure for the band during their US tour opening for AC/DC. “Their crew had on the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Impact
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and related stories, visuals and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue compared to their records. It sold well over half a million copies upon release, while sales of Aerosmith’s music saw an increase significantly at a time when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics and extensive customisation options. The song is challenging even in expert mode, let alone performed at double speed while hitting a single one of the thousands of cues. The streamer stated it took nine months to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should use actual weapons and enlist,” says musician the artist.
DragonForce had already completed a profitable run when 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 like crazy,” he says. “It exploded on the subsequent tour, and we performed just before top acts at the event.”
In fact, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing all other accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, be it for automobiles, clothes or games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the creators believed humans have a natural human desire to make music, and their goal was to use technology to enable everyone to participate”.
The majority installments were released in just a five-year period from 2005 to 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments died down, aside from a short-lived revival several years later.
Games like the fan project and Fortnite Festival have kept the community alive, and there’s expectations of something from the original publisher on the way. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry following Guitar Hero?
“Our team believed such titles could be similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. There’s no reason for it to persist for future fans.”