Marking 20 years after the legendary game debuted in North America, providing players everywhere the opportunity to feel like rock legends. Not literally, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s lengthy instrumental break in front of a packed crowd of friends.
Created by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues moving along the display synchronized to the music. Every sequence mimicked particular chords, creating the feel of a genuine performance.
Harmonix previously experimented with rhythm games prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise which made a significant impact for many musicians included, showcasing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, recalls the early financial challenges of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We rerecorded every song because the cost was so high,” he explains. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get bands like legendary groups – the publisher had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero took off, and record sales airtime increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of parents reached out expressing gratitude for exposing their kids to the music they loved. It evolved into an intergenerational thing.”
Classic Rock Finds a New Audience
Irish group the Answer included their track on the 2008 game the popular installment. Lead musician the artist recalls the way the game revived classic rock to the forefront: “The game provided a larger, new demographic. Generally this had been seen as music that was past it, however once it got featured on the game and teenagers discovered it, suddenly it was cool. This validated the genre, and got rid of the outdated label. It provided all our music renewed popularity.”
In 2008, the Answer’s first record remained unreleased stateside, so the game was a key medium for exposure for the group during their a North American tour supporting AC/DC. “The roadies had on the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band more money compared to their studio albums. It moved more than 500,000 copies upon release, while sales of Aerosmith’s music rose significantly during an era as the industry faced decline.
Guitar Hero still motivates quick-handed dedication within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is difficult enough on the hardest setting, not to mention played at increased tempo and without missing a single one of the thousands of cues. The streamer claimed it took months of practice to accomplish.
“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you should use a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run before their hit appeared in the third game, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that we were records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow everything else the band has done. Last year, the song was used in a trailer for a major film. “Previously I felt differently, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy from the Iconic Controller
Top-tier marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Games like the fan project and newer releases have maintained the community alive, with set to be a new product from the founders in development. A new studio has entered work on their first rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game following Guitar Hero?
“Our team believed those games might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible for it to persist for future fans.”