It has been 20 years since the legendary game hit the market across the Atlantic, offering players everywhere the means to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who has nailed Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the screen in time with a song. Every sequence mimicked specific notes, producing the sensation of an authentic live show.
Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Together, they laid the foundations for a surprising massively profitable series which made a remarkable impact on numerous of the artists featured, introducing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO from the developer, recalls the early budgetary hurdles of licensing the recordings – even though initial releases mostly used cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. But once the game took off, album purchases airtime were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many parents got in touch and thanked us for exposing their children to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish group one featured act had their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series brought older hits back into vogue: “The game offered a bigger, younger audience. Generally this had been seen as outdated material, however when it was included in the title young people were finding it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
At that time, the band's first record remained not available stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies had on Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Major Band Titles and Lasting Influence
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their studio albums. It moved well over 500,000 copies upon release, while sales of their songs saw an increase significantly at a time as the industry was already collapsing.
The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. This track is challenging even in the hardest setting, let alone played at increased tempo while hitting every one of its near 4,000 notes. They stated it took months of practice to accomplish.
“The game offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” notes musician the artist.
The band had already wrapped up a successful tour when their hit appeared in the third game, but Li says it turned them into widely recognized. “I remember our distributors informing us that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it risked overshadow all other the band has done. Recently, the track was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
The best marketing, be it for cars, clothes or video games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the creators believed humans have a natural human desire to make music, and their goal was to use technology to allow people to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring spin-offs such as the DJ version, including a turntable controller, and Band Hero. After that, corporate focus on peripherals died down, aside from a brief comeback several years later.
Games like Clone Hero and Fortnite Festival have kept the community active, with set to be a new product from the founders in development. Recently formed developers has begun work on its debut music game. The initial creators are participating as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed those games could be similar to sports games allowing annual update every year,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue with new generations.”