It has been two decades since the legendary game hit the market in North America, offering players everywhere the tools to become rock legends. Not literally, but try convincing anyone who has nailed the epic four-minute guitar solo before an enthusiastic living-room audience.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes moving along the display synchronized to a song. Each riff mimicked particular chords, creating the sensation of a genuine performance.
The studio had already tried its hand in the music genre before partnering with RedOctane, later purchased by Activision in 2006. Collaboratively, they laid the foundations for a surprising massively profitable franchise which made a significant impact on numerous of the artists featured, introducing decades-old bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the songs – despite the fact the first two games primarily featured cover versions.
“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. But once the game took off, album purchases and radio play increased, all artists desired to participate.”
He adds: “One of the amazing things was the number of parents reached out expressing gratitude for exposing their kids to the songs they loved. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers the way the game brought older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Typically such music was considered outdated material, however when it was featured on the title young people were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album remained not available stateside, so Guitar Hero was a key medium for exposure for the group as they went on a North American tour supporting the rock giants. “Their crew had on the song during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band greater revenue than any of their studio albums. It sold well over half a million copies in its first week, while sales of their songs rose of up to 40% during an era as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. This track is challenging enough on the hardest setting, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up actual weapons and enlist,” says musician Herman Li.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I recall the record label informing us that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing just before the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it threatened to overshadow everything else accomplishments. Last year, the song was used in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role of people’s lives”.
The Lasting Impact of a Plastic Guitar
Top-tier promotion, be it for automobiles, apparel or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “The excitement of being a rock star on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including spin-offs such as the DJ version, including a spinning deck, and Band Hero. After that, corporate focus in plastic instruments died down, aside from a brief comeback several years later.
Titles such as the fan project and Fortnite Festival have kept the scene alive, with expectations of a new product from the original publisher on the way. Recently formed developers has entered work on their first rhythm-based title. The initial creators are participating as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles could be like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason for it to persist with new generations.”