Marking 20 years since the legendary game hit the market across the Atlantic, providing players everywhere the means to become rock legends. Not in reality, but try convincing anyone who's mastered the epic lengthy instrumental break in front of a packed living-room audience.
Developed by Harmonix, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with a song. Each riff mimicked particular chords, producing the feel of an authentic performance.
Harmonix previously tried its hand with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar series which made a remarkable impact for many of the artists included, introducing classic groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, recalls the initial budgetary hurdles in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music since the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. However, when the game took off, album purchases airtime increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the songs they loved. It evolved into a multigenerational thing.”
Timeless Music Gains a New Audience
Irish blues-rock band one featured act included their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers the way the game brought classic rock back into vogue: “The game offered a larger, new demographic. Typically such music was seen as music that was past it, however once it got included in the title and teenagers were finding it, suddenly it became trendy. That legitimised it, and got rid of the outdated label. It provided our catalog a new life.”
In 2008, the band's debut album remained unreleased stateside, so the game served as a primary platform for exposure for the group during their US tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.
Major Band Titles and Lasting Impact
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their studio albums. It sold more than 500,000 copies in its first week, while demand for their songs rose significantly at a time when the music business faced decline.
The series continues to inspire quick-handed dedication within the community. Recently, a streamer achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – 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 and without missing a single one of its near 4,000 notes. They claimed requiring months of practice of practice.
“The game is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should use actual weapons and enlist,” says musician the artist.
DragonForce had already completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that our selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it has threatened to eclipsing everything else the band has done. Last year, the track was used in a trailer for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, that's fine – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or games, goes further than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “That thrill of being a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival several years later.
Games like Clone Hero and newer releases have maintained the scene alive, and there’s set to be a new product from the founders on the way. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace a new entry following the classic?
“Our team believed those games might become like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to persist for future fans.”