Marking two decades after the legendary game debuted across the Atlantic, giving everyday gamers the means to feel like rock legends. Not literally, though you'd be hard-pressed telling that someone who has nailed Free Bird’s lengthy instrumental break before an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes moving along the display in time with a song. Every sequence mimicked particular chords, producing the sensation of a genuine live show.
The studio had already tried its hand with rhythm games before partnering with the publisher, which was acquired by the gaming giant in 2006. Together, they laid the foundations for an unlikely billion-dollar series that had a remarkable influence on numerous musicians included, introducing classic groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the early budgetary hurdles in securing the recordings – even though initial releases mostly used cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once the game became a hit, and record sales airtime increased, all artists desired to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their kids to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish blues-rock band the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls the way the game revived older hits back into vogue: “Guitar Hero provided a bigger, younger audience. Typically such music was considered outdated material, however when it was featured on the title young people discovered it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”
In 2008, the band's first record remained unreleased stateside, so the game served as a primary platform of discovery for the band during their a North American tour opening for AC/DC. “Their crew had on Never Too Late during travel, and several recognized us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Impact
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their studio albums. It sold more than 500,000 units in its first week, and sales of their songs rose significantly during an era when the music business faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is difficult enough on expert mode, let alone played at increased tempo while hitting a single one of the thousands of cues. The streamer stated it took nine months to accomplish.
“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should use a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a successful tour before their hit was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label informing us that we were selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it risked overshadow all other accomplishments. Recently, the song featured in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” Li says. “Should you just listen to a single track, that's fine – each person has their own path in music and I’m glad we played a role in fans' experiences”.
The Lasting Legacy of a Iconic Controller
Top-tier marketing, whether it’s for cars, apparel or video games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments died down, except for a brief comeback in 2015.
Games such as Clone Hero and newer releases have kept the community active, and there’s expectations of a new product from the founders in development. Recently formed developers has begun work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game following Guitar Hero?
“We thought those games could be similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”