Marking 20 years after Guitar Hero debuted across the Atlantic, providing players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed the epic four-minute guitar solo in front of a packed living-room audience.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to a song. Each riff corresponded to specific notes, creating the sensation of an authentic live show.
Harmonix had already experimented with rhythm games before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable franchise which made a remarkable impact for many of the artists included, introducing classic bands to millions of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges of licensing the recordings – even though initial releases primarily featured cover versions.
“We reproduced all the music because the cost was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game took off, album purchases and radio play increased, all artists desired to participate.”
He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the music they adored. It evolved into a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group one featured act included their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series brought older hits to the forefront: “The game offered a larger, younger audience. Generally such music was considered music that was past it, however when it was included in the title and teenagers discovered it, abruptly it became trendy. This validated the genre, eliminating the ‘dad rock’ label. It gave our catalog a new life.”
In 2008, the band's debut album remained unreleased stateside, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their records. It moved well over 500,000 units in its first week, and demand for Aerosmith’s music rose significantly at a time when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is challenging even in expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. They stated requiring months of practice to accomplish.
“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a profitable run when their hit appeared in the third game, but Li says it made them widely recognized. “I recall the record label informing us 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.”
In fact, DragonForce’s exposure via the game proved so vast that it risked eclipsing all other accomplishments. Last year, the track was used in a trailer for a major film. “In the past I felt differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
The best promotion, be it for cars, clothes or games, goes further than selling something – it evokes a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to participate”.
Most installments were released in just a five-year period from 2005 to 2010, including derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have kept the community alive, and there’s expectations of something from the founders in development. Recently formed developers has begun production on its debut 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 might become like Madden where you can releases,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”