It has been 20 years since the legendary game hit the market across the Atlantic, offering everyday gamers the opportunity to feel like rock legends. Not in reality, but try telling that someone who's mastered Free Bird’s lengthy guitar solo before a packed crowd of friends.
Created by the developers, the game gave players a guitar-shaped controller to follow coloured notes moving along the screen in time with the music. Every sequence mimicked particular chords, creating the feel of an authentic live show.
Harmonix had already experimented with rhythm games prior to teaming up with RedOctane, later acquired by Activision in 2006. Together, they established the foundations for an unlikely massively profitable series which made a significant influence on numerous musicians featured, introducing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the songs – even though initial releases mostly used rerecorded tracks.
“We reproduced every song because the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, and record sales airtime increased, everyone wanted to participate.”
He continues: “Among the amazing things was the number of parents reached out expressing gratitude for exposing their children to the songs they loved. It evolved into an intergenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought classic rock to the forefront: “The game provided a bigger, younger audience. Typically this had been considered outdated material, however when it was featured on the game young people discovered it, suddenly it was cool. This validated it, and got rid of the outdated label. It gave our catalog a new life.”
At that time, the band's first record was still unreleased in the US, so the game served as a primary platform for exposure for the band as they went on US tour supporting the rock giants. “Their crew were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Titles Enduring Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band greater revenue than any of their studio albums. It moved well over 500,000 units upon release, and sales of their songs saw an increase of up to 40% at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication 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 popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. This track is challenging even in the hardest setting, let alone played at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated it took nine months to accomplish.
“The game offers a, fantasy thing. If you play other games, that doesn’t mean you ought to use a real gun and enlist,” notes musician the artist.
The band previously completed a profitable run 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 says. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow all other the band has done. Recently, the track featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy of a Iconic Controller
Top-tier promotion, be it for cars, clothes or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “That thrill of being a rock star in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival in 2015.
Titles such as the fan project and newer releases have kept the community active, and there’s expectations of something from the founders on the way. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“We thought those games could be similar to sports games where you can update every year,” he remarks. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”