It has been 20 years since the legendary game first launched across the Atlantic, offering players everywhere the opportunity to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who's nailed Free Bird’s lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by Harmonix, the game gave players a guitar-shaped controller to match coloured notes scrolling down the display synchronized to the music. Each riff mimicked specific notes, producing the feel of an authentic live show.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, later purchased by Activision during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar franchise which made a remarkable influence for many of the artists included, showcasing classic bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – despite the fact initial releases mostly used cover versions.
“We rerecorded every song because the cost was so high,” he explains. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. But once the game became a hit, and record sales airtime increased, everyone wanted to participate.”
He adds: “One of the amazing things was how many parents got in touch and thanked us for exposing their kids to the songs they loved. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Northern Irish group the Answer had Never Too Late in the 2008 release the popular installment. Lead musician the artist recalls how the series brought older hits back into vogue: “The game offered a larger, new demographic. Generally such music was seen as music that was past it, however once it got featured on the title and teenagers discovered it, abruptly it was cool. This validated it, and got rid of the outdated label. It provided our catalog a new life.”
At that time, the band's first record was still unreleased stateside, so the game served as a primary platform for exposure for the band as they went on a North American tour supporting AC/DC. “Their crew had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue than any of their studio albums. It sold well over half a million units in its first week, while sales of Aerosmith’s music rose of up to 40% during an era when the music business faced decline.
The series continues to inspire nimble-fingered dedication within the community. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. This track is challenging enough on expert mode, let alone played at increased tempo while hitting every one of the thousands of cues. They claimed requiring months of practice of practice.
“The game offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a successful tour before their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label informing us that our selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it threatened to overshadow everything else the band has done. Recently, the track featured in a trailer for Despicable Me 4. “Previously I felt differently, but now I accept 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 in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best marketing, whether it’s for automobiles, apparel or games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to make music, and their goal was to leverage innovation to allow people to participate”.
The majority installments came out in just a five-year period between 2005 and 2010, featuring spin-offs such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Titles such as Clone Hero and newer releases have maintained the scene alive, with expectations of a new product from the original publisher on the way. A new studio has begun production on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world ready to embrace another game following Guitar Hero?
“We thought those games could be like Madden where you can update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”