It has been 20 years since the legendary game debuted across the Atlantic, offering everyday gamers the means to become rock legends. Not literally, but try convincing someone who has nailed Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to match coloured notes scrolling down the display synchronized to a song. Every sequence mimicked particular chords, producing the sensation of an authentic performance.
Harmonix had already experimented in the music genre before partnering with RedOctane, later purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely billion-dollar series which made a remarkable impact on numerous of the artists included, introducing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the early financial challenges in securing the songs – even though the first two games mostly used rerecorded tracks.
“We rerecorded every song because the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like legendary groups – the publisher had virtually no money, and we were fairly certain it would fail. But once Guitar Hero became a hit, album purchases airtime increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their kids to the music they adored. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish group one featured act had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Generally this had been seen as outdated material, however once it got featured on the game and teenagers were finding it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
In 2008, the Answer’s debut album was still not available in the US, so the game was a key medium of discovery for the band as they went on a North American tour opening for AC/DC. “Their crew were playing the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Influence
Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group more money compared to their studio albums. It sold more than half a million units upon release, and demand for their songs saw an increase significantly at a time when the music business faced decline.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult 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 difficult enough on the hardest setting, let alone performed at double speed and without missing every one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you ought to pick up a real gun and enlist,” says musician Herman Li.
DragonForce had already wrapped up a successful tour before their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label calling to tell me that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has risked overshadow all other accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy of a Iconic Controller
Top-tier marketing, be it for cars, clothes or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and they wanted to use technology to enable everyone to do it”.
Most installments were released over a mere five-year period from 2005 to 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.
Titles like the fan project and Fortnite Festival have kept the scene alive, and there’s set to be something from the founders on the way. Recently formed developers has begun production on their first rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“Our team believed those games could be like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain optimistic. It's entirely possible for it to persist with new generations.”