Marking two decades after Guitar Hero hit the market across the Atlantic, giving players everywhere the tools to feel like a rock star. Not literally, but try telling that anyone who has nailed the epic four-minute guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to the music. Every sequence mimicked particular chords, producing the sensation of an authentic live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for a surprising massively profitable series that had a remarkable impact for many musicians included, introducing classic bands to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded every song since the cost prohibitive,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was fairly certain it would fail. However, when the game became a hit, and record sales airtime were going up, all artists desired to be in.”
He adds: “Among the amazing things was how many mothers and fathers reached out and thanked us for introducing their kids to the songs they adored. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers the way the game revived older hits to the forefront: “Guitar Hero provided a bigger, new demographic. Typically this had been considered outdated material, but then when it was featured on the title young people were finding it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the band's debut album remained unreleased in the US, so the game served as a primary platform of discovery for the band during their US tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group more money than any of their studio albums. It sold well over 500,000 copies in its first week, while sales of Aerosmith’s music rose significantly at a time as the industry faced decline.
The series still motivates quick-handed fanaticism among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is challenging even in the hardest setting, let alone performed at double speed and without missing every one of its near 4,000 notes. They claimed requiring nine months of practice.
“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you should pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it turned them into a household name. “I recall our distributors calling to tell me that we were records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”
In fact, the band's visibility via the game proved so vast that it has risked overshadow everything else the band has done. Last year, the song featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Impact from the Iconic Controller
The best marketing, whether it’s for cars, clothes or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and they wanted to use technology to allow people to do it”.
Most of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including derivative titles like DJ Hero, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.
Games like the fan project and Fortnite Festival have kept the scene active, with expectations of a new product from the original publisher on the way. A new studio has begun work on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers ready to embrace a new entry following the classic?
“Our team believed those games might become like Madden allowing annual releases,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”