It has been two decades since Guitar Hero first launched in North America, giving everyday gamers the tools to become rock legends. Not literally, though you'd be hard-pressed telling that someone who's mastered Free Bird’s lengthy instrumental break in front of an enthusiastic living-room audience.
Created by Harmonix, the game gave players a guitar-shaped controller to follow coloured notes moving along the display in time with a song. Every sequence mimicked specific notes, producing the sensation of a genuine performance.
The studio previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Together, they established the foundations for an unlikely billion-dollar series that had a significant impact for many musicians featured, introducing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured cover versions.
“We reproduced every song since the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. But once Guitar Hero became a hit, album purchases airtime were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their kids to the music they loved. It became a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish group one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Generally this had been considered outdated material, however once it got featured on the title young people were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”
In 2008, the Answer’s first record was still not available in the US, meaning the game was a key medium of discovery for the band during their a North American tour opening for the rock giants. “The roadies had on Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Impact
Rock’s biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and related stories, imagery and legendary status. In the case of, the Aerosmith edition, it was said to have made the group greater revenue than any of their records. It moved well over 500,000 units upon release, and sales of Aerosmith’s music rose significantly at a time as the industry faced decline.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. The song is challenging enough on the hardest setting, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer claimed requiring months of practice of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up actual weapons and go to war,” says DragonForce guitarist the artist.
The band previously wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors informing us that our records were moving rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
Indeed, the band's visibility via the game proved so vast that it risked overshadow all other accomplishments. Last year, the track was used in a trailer for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we played a role of people’s lives”.
The Lasting Legacy of a Iconic Controller
Top-tier promotion, be it for cars, apparel or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the creators felt that humans have a natural urge to create songs, and they wanted to use technology to allow people to participate”.
Most installments came out in just a five-year period between 2005 and 2010, including derivative titles such as the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have kept the community active, with set to be something from the original publisher in development. A new studio has entered work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry in the spirit of the classic?
“We thought those games could be like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t persist with new generations.”