Marking 20 years after the legendary game hit the market in North America, giving everyday gamers the tools to become a rock star. Not in reality, but try convincing someone who's nailed Free Bird’s lengthy instrumental break before a packed living-room audience.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to the music. Every sequence corresponded to specific notes, creating the feel of an authentic live show.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar series which made a significant impact for many of the artists featured, showcasing decades-old bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the songs – even though the first two games mostly used rerecorded tracks.
“We reproduced all the music since the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, and record sales airtime increased, all artists desired to participate.”
He adds: “Among the amazing things was how many parents got in touch expressing gratitude for exposing their kids to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Gains a New Audience
Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived classic rock to the forefront: “The game offered a bigger, new demographic. Typically this had been considered music that was past it, however when it was featured on the game and teenagers discovered it, suddenly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the Answer’s debut album was still not available stateside, so the game was a key medium for exposure for the group as they went on a North American tour opening for AC/DC. “Their crew were playing the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and associated lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group greater revenue compared to their studio albums. It sold more than half a million units in its first week, and demand for Aerosmith’s music rose significantly during an era when the music business faced decline.
The series continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. This track is difficult enough on expert mode, not to mention played at increased tempo while hitting every one of the thousands of cues. They stated requiring months of practice of practice.
“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it made them a household name. “I remember the record label informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to eclipsing everything else accomplishments. Last year, the track was used in promotional material for a major film. “In the past I felt differently, but now I accept it,” he admits. “If you only listen to a single track, that's fine – each person has a unique path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best marketing, whether it’s for cars, clothes or games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive urge to make music, and they wanted to leverage innovation to enable everyone to do it”.
Most installments were released in just a five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, aside from a short-lived revival several years later.
Games like the fan project and Fortnite Festival have maintained the scene active, 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 both involved as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought those games might become similar to sports games allowing annual releases,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”