It has been 20 years since the legendary game debuted across the Atlantic, offering players everywhere the tools to feel like a rock star. Not in reality, but try convincing someone who has nailed Free Bird’s four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes moving along the screen in time with a song. Every sequence mimicked specific notes, creating the feel of a genuine performance.
The studio had already experimented with rhythm games before partnering with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they established the foundations for an unlikely massively profitable series that had a remarkable impact on numerous of the artists featured, showcasing decades-old groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the recordings – even though initial releases primarily featured rerecorded tracks.
“We reproduced every song because the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it proved nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero took off, and record sales and radio play increased, all artists desired to participate.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their children to the music they adored. It became an intergenerational thing.”
Classic Rock Finds a New Audience
Northern Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Typically this had been considered music that was past it, however once it got featured on the title young people discovered it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It gave all our music a new life.”
In 2008, the Answer’s debut album was still unreleased stateside, so Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour supporting AC/DC. “The roadies were playing the song during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said earned the band greater revenue than any of their records. It sold more than half a million units upon release, while demand for Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
The series still motivates quick-handed dedication within the community. Recently, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. The song is difficult enough on expert mode, not to mention played at double speed and without missing every one of its near 4,000 notes. They stated it took nine months of practice.
“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you ought to pick up a real gun and enlist,” says DragonForce guitarist the artist.
DragonForce previously wrapped up a successful tour when their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors informing us that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other the band has done. Recently, the track was used in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy from the Plastic Guitar
The best promotion, whether it’s for automobiles, apparel or games, goes further than selling something – it evokes a desire. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a music icon on the stage. From day one, the co-founders felt that there’s an instinctive urge to make music, and they wanted to use technology to allow people to do it”.
Most installments came out in just a five-year period from 2005 to 2010, including spin-offs like the DJ version, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.
Titles such as Clone Hero and Fortnite Festival have kept the community active, and there’s set to be something from the founders in development. Recently formed developers has begun production on its debut music game. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”