It has been 20 years since the legendary game first launched across the Atlantic, giving everyday gamers the means to become a rock star. Not literally, but try telling that someone who has mastered the epic four-minute instrumental break before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to the music. Every sequence mimicked specific notes, creating the feel of a genuine performance.
Harmonix had already experimented with rhythm games before partnering with RedOctane, later purchased by Activision in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar series which made a significant impact for many of the artists included, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges of licensing the recordings – despite the fact initial releases mostly used cover versions.
“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game took off, and record sales and radio play increased, all artists desired to participate.”
He adds: “One of the amazing things was the number of parents reached out expressing gratitude for introducing their children to the songs they adored. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived older hits back into vogue: “Guitar Hero provided a bigger, younger audience. Generally such music was seen as music that was past it, however once it got featured on the title and teenagers discovered it, abruptly it became trendy. This validated the genre, eliminating the outdated tag. It provided our catalog a new life.”
At that time, the Answer’s debut album remained not available stateside, so the game served as a primary platform for exposure for the band during their a North American tour opening for AC/DC. “Their crew had on Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized spin-off titles centered around each band’s catalogue and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, reportedly earned the band greater revenue than any of their records. It moved well over 500,000 copies in its first week, while demand for Aerosmith’s music saw an increase significantly during an era as the industry faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. This track 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 stated requiring months of practice to accomplish.
“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” notes musician Herman Li.
The band previously completed a profitable run before their hit was featured in the third game, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that our selling albums rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it threatened to eclipsing everything else accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “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 of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier promotion, be it for cars, clothes or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the creators believed humans have a natural human desire to make music, and they wanted to use technology to enable everyone to do it”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including spin-offs like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival in 2015.
Titles such as the fan project and Fortnite Festival have maintained the community active, and there’s expectations of something from the original publisher in development. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are participating in advisory roles. Is the world ready to embrace another game in the spirit of Guitar Hero?
“Our team believed those games might become like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”