Marking two decades since the legendary game first launched across the Atlantic, offering everyday gamers the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with a song. Each riff mimicked particular chords, creating the sensation of a genuine performance.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising billion-dollar franchise which made a significant impact on numerous of the artists included, showcasing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the initial budgetary hurdles in securing the songs – even though the first two games primarily featured cover versions.
“We rerecorded every song since the cost was so high,” he says. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once the game took off, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “Among the remarkable aspects was the number of parents reached out expressing gratitude for exposing their kids to the music they adored. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Irish group one featured act had their track on the 2008 game the popular installment. Lead musician the artist recalls the way the game revived older hits to the forefront: “The game offered a bigger, younger audience. Generally such music was seen as outdated material, but then once it got included in the title young people were finding it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It gave our catalog a new life.”
At that time, the Answer’s first record was still not available in the US, meaning the game was a key medium for exposure for the group during their US tour opening for the rock giants. “The roadies had on Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.
Major Band Titles and Lasting Influence
Music's heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around their music collections and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group greater revenue than any of their records. It sold well over half a million copies in its first week, while sales of Aerosmith’s music saw an increase significantly at a time as the industry faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics but an array of personalization features. The song is difficult even in the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They claimed requiring nine months to accomplish.
“The game offers a, fantasy thing. If you play other games, that doesn’t mean you should pick up a real gun and go to war,” says musician the artist.
The band had already completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I remember our distributors calling to tell me that our selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow all other accomplishments. Last year, the track featured in a trailer for a major film. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact of a Iconic Controller
Top-tier promotion, be it for cars, apparel or video games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “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 create songs, and their goal was to leverage innovation to allow people to participate”.
The majority installments were released over a mere five-year period from 2005 to 2010, featuring derivative titles like the DJ version, including a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have maintained the scene alive, and there’s expectations of something from the original publisher on the way. 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 following the classic?
“We thought those games might become like Madden allowing annual releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”