It has been 20 years after the legendary game debuted in North America, giving everyday gamers the opportunity to feel like a rock star. Not in reality, but try telling that someone who has nailed Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to the music. Every sequence mimicked specific notes, creating the sensation of a genuine performance.
Harmonix had already tried its hand in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable series that had a significant influence for many of the artists included, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music because the dollar figure 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, album purchases and radio play increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls 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 Typically this had been considered outdated material, but then when it was featured on the title and teenagers were finding it, suddenly it became trendy. This validated the genre, and got rid of the outdated label. It gave all our music renewed popularity.”
At that time, the band's first record remained unreleased stateside, meaning Guitar Hero served as a primary platform for exposure for the band as they went on US tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their records. It sold well over 500,000 units upon release, while demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, 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 played at double speed while hitting a single one of the thousands of cues. They stated it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run before Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I remember our distributors calling to tell me that our selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Recently, the song was used in promotional material for a major film. “In the past I thought differently, but now I accept it,” Li says. “If you only hear a single track, that's fine – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier marketing, whether it’s for cars, apparel or games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring spin-offs such as DJ Hero, including a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Games like the fan project and Fortnite Festival have maintained the scene alive, with set to be something from the original publisher in development. A new studio has begun production on its debut music game. The initial creators are participating as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to persist with new generations.”