It has been 20 years after the legendary game first launched across the Atlantic, offering everyday gamers the means to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who's nailed the epic lengthy guitar solo before a packed crowd of friends.
Created by the developers, the game provided users with a guitar-shaped controller to match on-screen cues moving along the display in time with a song. Every sequence corresponded to specific notes, creating the sensation of an authentic live show.
The studio previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a significant influence for many of the artists featured, showcasing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles of licensing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the cost was so high,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We couldn’t get acts such as the Who – the publisher had virtually no money, and we were fairly certain the project would flop. However, when the game took off, and record sales and radio play increased, all artists desired to be in.”
He adds: “Among the remarkable aspects was how many parents got in touch expressing gratitude for exposing their kids to the songs they adored. It became a multigenerational thing.”
Timeless Music Finds a New Audience
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game brought classic rock back into vogue: “The game provided a bigger, new demographic. Generally this had been considered music that was past it, however once it got included in the game and teenagers discovered it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It gave all our music a new life.”
At that time, the band's debut album remained not available stateside, meaning Guitar Hero was a key medium of discovery for the group as they went on US tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and related stories, visuals and legendary status. In the case of, the Aerosmith edition, it was said to have made the band greater revenue compared to their studio albums. It sold well over 500,000 units in its first week, while sales of Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer completed a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. This track is difficult enough on expert mode, let alone played at double speed while hitting every one of its near 4,000 notes. They stated requiring months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use actual weapons and enlist,” says musician the artist.
The band previously wrapped up a successful tour before their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall our distributors informing us that our selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing everything else accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
Top-tier marketing, be it for cars, clothes or games, goes further than selling something – it evokes a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the creators felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to participate”.
The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.
Titles such as the fan project and Fortnite Festival have maintained the scene alive, with set to be something from the founders on the way. A new studio has begun work on its debut music game. The initial creators are participating in advisory roles. Is the world ready to embrace another game following the classic?
“Our team believed those games might become like Madden allowing annual update every year,” he remarks. “With abundant new music it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t continue for future fans.”