Marking 20 years after the legendary game hit the market in North America, providing everyday gamers the opportunity to become rock legends. Figuratively speaking, but try convincing someone who has nailed the epic four-minute instrumental break before an enthusiastic living-room audience.
Created by the developers, the game provided users with a guitar-shaped controller to match coloured notes scrolling down the display in time with the music. Each riff mimicked specific notes, creating the feel of an authentic performance.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising billion-dollar series that had a remarkable influence on numerous musicians included, showcasing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the recordings – even though initial releases mostly used rerecorded tracks.
“We rerecorded all the music since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game took off, album purchases airtime were going up, all artists desired to be in.”
He adds: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their children to the songs they loved. It became an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought classic rock to the forefront: “Guitar Hero provided a bigger, new demographic. Generally such music was considered outdated material, however once it got included in the title young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the outdated tag. It provided all our music renewed popularity.”
In 2008, the band's first record remained unreleased stateside, so Guitar Hero served as a primary platform for exposure for the band during their US tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their studio albums. It moved well over 500,000 units upon release, while sales of Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. This track is difficult enough on the hardest setting, not to mention played at double speed and without missing a single one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” says musician Herman Li.
DragonForce previously wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall the record label calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed just before top acts at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it has threatened to eclipsing all other the band has done. Last year, the track was used in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
The best promotion, be it for automobiles, apparel or video games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to do it”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Titles like the fan project and newer releases have maintained the community active, and there’s expectations of something from the original publisher in development. Recently formed developers has begun production on their first music game. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?
“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”