It has been 20 years since the legendary game debuted in North America, providing players everywhere the means to become a rock star. Not literally, but try telling that anyone who's nailed Free Bird’s four-minute guitar solo in front of an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the display in time with a song. Every sequence mimicked particular chords, producing the feel of an authentic performance.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar series which made a significant impact on numerous musicians included, introducing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early financial challenges of licensing the recordings – even though initial releases primarily featured rerecorded tracks.
“We reproduced all the music because the cost prohibitive,” he says. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game became a hit, and record sales airtime increased, all artists desired to be in.”
He continues: “One of the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Typically such music was seen as music that was past it, but then when it was featured on the title young people were finding it, abruptly it was cool. That legitimised it, and got rid of the outdated label. It gave our catalog renewed popularity.”
At that time, the Answer’s debut album remained unreleased stateside, so Guitar Hero was a key medium for exposure for the band during their a North American tour supporting the rock giants. “Their crew were playing the song during travel, and some of them knew us thanks to the game,” Mahon says.
Major Band Titles and Lasting Impact
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around each band’s catalogue and associated stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the band more money compared to their studio albums. It sold well over half a million units in its first week, while sales of Aerosmith’s music rose significantly at a time when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is challenging enough on expert mode, let alone played at double speed while hitting every one of its near 4,000 notes. They stated requiring months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a successful tour when Through the Fire and Flames was featured in the third game, but Li says it made them widely recognized. “I remember our distributors calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked overshadow all other accomplishments. Recently, the song featured in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy of a Iconic Controller
The best promotion, be it for cars, apparel or games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a music icon on the stage. From day one, the creators believed humans have a natural urge to make music, and their goal was to use technology to enable everyone to do it”.
The majority installments came out in just a five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival in 2015.
Games such as the fan project and Fortnite Festival have maintained the community alive, with expectations of something from the original publisher on the way. A new studio has begun work on its debut rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought such titles might become like Madden allowing annual releases,” he remarks. “There’s so much new music that it could be evergreen, thus I remain optimistic. It's entirely possible for it to persist with new generations.”