It has been 20 years since the legendary game hit the market across the Atlantic, giving players everywhere the tools to feel like rock legends. Not literally, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s lengthy instrumental break in front of a packed crowd of friends.
Created by the developers, the game gave players a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to a song. Every sequence mimicked specific notes, producing the sensation of a genuine performance.
Harmonix previously experimented in the music genre before partnering with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable franchise that had a remarkable impact for many musicians featured, showcasing decades-old bands to millions of younger players.
A former executive, former COO from the developer, remembers the early budgetary hurdles of licensing the recordings – even though initial releases primarily featured rerecorded tracks.
“We reproduced all the music since the cost prohibitive,” he says. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was pretty convinced it would fail. However, when the game took off, and record sales airtime were going up, all artists desired to be in.”
He continues: “One of the amazing things was the number of parents reached out expressing gratitude for introducing their children to the music they adored. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Typically such music was seen as outdated material, but then once it got featured on the game young people were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the band's first record was still unreleased stateside, meaning the game was a key medium for exposure for the band during their US tour opening for AC/DC. “The roadies were playing the song during travel, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions centered around their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group more money compared to their studio albums. It sold well over half a million copies in its first week, while demand for Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. This track is difficult even in expert mode, not to mention performed at increased tempo while hitting every one of its near 4,000 notes. They claimed requiring months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you should use actual weapons and enlist,” says DragonForce guitarist the artist.
The band previously completed a profitable run before their hit was featured in the third game, but Li says it turned them into a household name. “I remember our distributors calling to tell me that we were selling albums like crazy,” he says. “Popularity surged 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 has risked overshadow all other the band has done. Recently, the song featured in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best promotion, be it for automobiles, clothes or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders felt that there’s an instinctive human desire to make music, and their goal was to use technology to allow people to participate”.
The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including spin-offs like the DJ version, including a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, except for a short-lived revival in 2015.
Games like Clone Hero and newer releases have kept the scene alive, and there’s expectations of a new product from the founders in development. Recently formed developers has entered work on its debut music game. Original co-founders are both involved as special advisers. Is the world ready to embrace another game in the spirit of the classic?
“Our team believed such titles might become like Madden where you can releases,” he remarks. “With abundant new music that it could be perennially popular, thus I remain optimistic. There’s no reason for it to continue with new generations.”