It has been 20 years since the legendary game first launched in North America, providing everyday gamers the opportunity to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who has mastered the epic four-minute guitar solo in front of a packed living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to match coloured notes moving along the screen synchronized to the music. Each riff mimicked particular chords, creating the sensation of a genuine live show.
Harmonix had already experimented in the music genre prior to teaming up with RedOctane, later purchased by Activision in 2006. Collaboratively, they established the foundations for a surprising billion-dollar series which made a significant impact on numerous of the artists included, introducing classic groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the early budgetary hurdles in securing the songs – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game took off, album purchases airtime were going up, everyone wanted to participate.”
He continues: “Among the amazing things was the number of parents got in touch and thanked us for exposing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series brought classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Generally this had been seen as music that was past it, however once it got included in the title young people discovered it, suddenly it was cool. That legitimised the genre, eliminating the outdated label. It provided all our music a new life.”
At that time, the Answer’s first record remained not available in the US, so Guitar Hero was a key medium of discovery for the band as they went on US tour supporting the rock giants. “The roadies were playing the song during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and associated lore, imagery and legendary status. For example, the Aerosmith edition, reportedly earned the band more money compared to their records. It sold more than half a million units upon release, and sales of their songs saw an increase significantly during an era when the music business faced decline.
The series continues to inspire quick-handed fanaticism within the community. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by 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 even in the hardest setting, let alone performed at double speed and without missing a single one of the thousands of cues. They claimed it took nine months to accomplish.
“The game offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” says DragonForce guitarist Herman Li.
The band previously completed a successful tour when their hit was featured in the third game, but Li says it turned them into widely recognized. “I recall the record label informing us that our selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it risked eclipsing everything else the band has done. Recently, the song featured in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – each person has their own musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier marketing, be it for automobiles, apparel or video games, goes further mere transactions – it evokes a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and they wanted to use technology to allow people to participate”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, including spin-offs such as the DJ version, including a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Games such as the fan project and newer releases have maintained the community alive, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible why it can’t continue for future fans.”