Marking two decades since the legendary game debuted across the Atlantic, offering everyday gamers the means to feel like a rock star. Not in reality, though you'd be hard-pressed convincing someone who has nailed Free Bird’s lengthy instrumental break before a packed living-room audience.
Created by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to a song. Every sequence mimicked specific notes, producing the sensation of a genuine performance.
Harmonix had already experimented with rhythm games before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar series that had a remarkable impact for many of the artists featured, showcasing classic groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the publishing rights alone, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. However, when the game took off, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was the number of parents got in touch and thanked us for introducing their children to the songs they adored. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Irish blues-rock band the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Typically such music was seen as outdated material, however once it got included in the game and teenagers discovered it, suddenly it became trendy. This validated the genre, and got rid of the outdated label. It gave our catalog a new life.”
At that time, the Answer’s first record was still not available stateside, meaning Guitar Hero was a key medium of discovery for the band during their US tour supporting AC/DC. “Their crew were playing the song during travel, and some of them knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Influence
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and associated lore, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the band more money compared to their records. It sold more than half a million units in its first week, while demand for Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive personalization features. The song is difficult enough on expert mode, not to mention performed at increased tempo while hitting every one of the thousands of cues. They stated it took months of practice to accomplish.
“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should use a real gun and go to war,” notes musician the artist.
DragonForce previously completed a successful tour before their hit was featured in the third game, yet he explains it turned them into widely recognized. “I recall the record label informing us that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it has risked overshadow everything else accomplishments. Last year, the track was used in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we played a role of people’s lives”.
Enduring Legacy from the Plastic Guitar
The best promotion, be it 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 we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the creators felt that humans have a natural human desire to make music, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out in just a half-decade between 2005 and 2010, featuring 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 short-lived revival in 2015.
Games like Clone Hero and newer releases have maintained the community alive, with expectations of a new product from the original publisher in development. A new studio has begun work on their first music game. The initial creators are participating in advisory roles. Is the world ready to embrace another game following Guitar Hero?
“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain optimistic. There’s no reason for it to continue with new generations.”