It has been 20 years since Guitar Hero first launched in North America, providing players everywhere the means to feel like a rock star. Figuratively speaking, but try telling that someone who has nailed Free Bird’s four-minute guitar solo before a packed crowd of friends.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with a song. Every sequence mimicked particular chords, producing the feel of an authentic live show.
Harmonix had already tried its hand in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely massively profitable series that had a significant impact on numerous musicians included, showcasing decades-old groups to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the initial financial challenges in securing the recordings – despite the fact initial releases primarily featured cover versions.
“We rerecorded all the music since the dollar figure prohibitive,” he explains. “Even with the necessary permissions by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when Guitar Hero took off, and record sales and radio play were going up, everyone wanted to be in.”
He continues: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group one featured act included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “The game offered a bigger, younger audience. Generally this had been considered music that was past it, however when it was featured on the game and teenagers discovered it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the band's debut album was still not available in the US, meaning the game was a key medium for exposure for the band during their a North American tour opening for AC/DC. “The roadies had on Never Too Late during travel, and several recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money than any of their studio albums. It moved well over 500,000 copies in its first week, and demand for Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.
The series continues to inspire nimble-fingered fanaticism among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is challenging even in expert mode, not to mention performed at double speed and without missing a single one of its near 4,000 notes. They claimed requiring nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you should pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
The band had already completed a successful tour before Through the Fire and Flames was featured in the third game, yet he explains it made them widely recognized. “I remember the record label calling to tell me that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it threatened to eclipsing all other the band has done. Recently, the track was used in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact of a Iconic Controller
Top-tier marketing, be it for automobiles, clothes or games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including spin-offs like the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the scene alive, with set to be something from the original publisher on the way. 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 Guitar Hero?
“Our team believed those games could be similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”