Marking two decades since the legendary game debuted across the Atlantic, offering players everywhere the tools to feel like rock legends. Not in reality, though you'd be hard-pressed convincing anyone who has nailed the epic four-minute instrumental break in front of an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the screen in time with the music. Every sequence corresponded to particular chords, creating the feel of a genuine performance.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, which was acquired by Activision in 2006. Together, they established the groundwork for an unlikely billion-dollar franchise that had a significant influence on numerous musicians featured, introducing classic bands to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges in securing the songs – even though initial releases mostly used cover versions.
“We rerecorded all the music since the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once the game became a hit, and record sales airtime were going up, everyone wanted to be in.”
He continues: “One of the amazing things was how many parents got in touch and thanked us for introducing their children to the music they loved. It evolved into an intergenerational thing.”
Classic Rock Gains a New Audience
Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived classic rock back into vogue: “The game offered a larger, new demographic. Typically this had been considered music that was past it, however once it got featured on the title and teenagers discovered it, abruptly it became trendy. This validated it, eliminating the outdated tag. It provided our catalog a new life.”
At that time, the Answer’s first record remained not available stateside, so Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour opening for the rock giants. “The roadies had on the song during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group greater revenue compared to their studio albums. It sold more than half a million copies in its first week, while demand for their songs saw an increase of up to 40% at a time as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Recently, a streamer completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of personalization features. The song is difficult even in expert mode, not to mention performed at increased tempo and without missing a single one of the thousands of cues. They claimed requiring nine months to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” says musician Herman Li.
The band previously wrapped up a profitable run before Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I remember the record label informing us that our records were moving like crazy,” he says. “It exploded when we next toured, and we performed just before top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing all other the band has done. Last year, the track featured in a trailer for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” he admits. “Should you just hear a single track, that's fine – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Plastic Guitar
Top-tier promotion, whether it’s for cars, apparel or games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the creators felt that humans have a natural urge to make music, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, including spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Games like the fan project and Fortnite Festival have maintained the scene alive, and there’s set to be a new product from the founders on the way. Recently formed developers has entered production on their first music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought those games could be similar to sports games where you can update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”