It has been two decades after the legendary game debuted across the Atlantic, providing everyday gamers the means to feel like a rock star. Not in reality, though you'd be hard-pressed convincing someone who's nailed the epic lengthy instrumental break in front of a packed crowd of friends.
Developed by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with the music. Every sequence mimicked particular chords, creating the sensation of a genuine performance.
The studio previously tried its hand with rhythm games before partnering with the publisher, later acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar series which made a significant impact for many of the artists featured, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges of licensing the songs – even though the first two games primarily featured rerecorded tracks.
“We reproduced all the music since the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of parents reached out expressing gratitude for exposing their kids to the songs they loved. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band the Answer had their track in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series brought older hits to the forefront: “The game provided a bigger, younger audience. Generally this had been seen as music that was past it, however once it got featured on the title and teenagers discovered it, suddenly it was cool. That legitimised it, eliminating the outdated tag. It provided all our music a new life.”
In 2008, the Answer’s first record was still not available stateside, meaning Guitar Hero was a key medium for exposure for the group during their a North American tour opening for the rock giants. “Their crew had on Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and related lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band more money than any of their studio albums. It moved well over 500,000 units upon release, while demand for their songs saw an increase of up to 40% during an era when the music business was already collapsing.
The series continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is difficult even in expert mode, not to mention played at double speed and without missing every one of the thousands of cues. The streamer claimed it took nine months of practice.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it risked eclipsing everything else the band has done. Recently, the track featured in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has a unique musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Impact of a Plastic Guitar
Top-tier promotion, whether it’s for cars, apparel or video games, goes further than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to create songs, and they wanted to leverage innovation to allow people to do it”.
The majority installments came out over a mere five-year period between 2005 and 2010, featuring spin-offs like the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals waned, except for a brief comeback in 2015.
Games such as Clone Hero and Fortnite Festival have maintained the scene active, and there’s expectations of a new product from the original publisher on the way. A new studio has begun production on their first music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed those games could be similar to sports games where you can releases,” he remarks. “With abundant new music that it could be evergreen, thus I remain optimistic. It's entirely possible for it to continue for future fans.”