It has been 20 years after the legendary game first launched in North America, giving everyday gamers the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to a song. Each riff corresponded to specific notes, creating the sensation of a genuine live show.
The studio previously experimented in the music genre before partnering with RedOctane, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising billion-dollar series which made a remarkable impact on numerous musicians featured, introducing decades-old bands to millions of younger players.
A former executive, former COO of Harmonix, remembers the initial financial challenges in securing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song because the dollar figure was so high,” he says. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once the game became a hit, and record sales 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 children to the songs they adored. It became an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game brought classic rock to the forefront: “The game offered a larger, younger audience. Typically this had been considered outdated material, but then when it was featured on the game young people discovered it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the band's first record remained unreleased stateside, meaning the game served as a primary platform of discovery for the group during their US tour supporting the rock giants. “The roadies were playing the song during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the band more money than any of their studio albums. It moved well over 500,000 copies in its first week, and sales of Aerosmith’s music rose significantly at a time when the music business faced decline.
The series still motivates quick-handed dedication among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is challenging even in expert mode, not to mention played at double speed and without missing every one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” notes musician the artist.
The band had already completed a successful tour before Through the Fire and Flames was featured in the third game, but Li says it made them widely recognized. “I recall the record label informing us that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has threatened to overshadow 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 now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
The best promotion, whether it’s for automobiles, 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,” Dornbrook says. “The excitement of being a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to participate”.
Most installments came out over a mere five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, except for a brief comeback several years later.
Titles like the fan project and newer releases have kept the scene active, and there’s expectations of something from the founders in development. Recently formed developers has entered work on its debut music game. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much 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.”