Marking 20 years since the legendary game first launched across the Atlantic, providing players everywhere the means to feel like a rock star. Not in reality, but try telling that anyone who has mastered the epic four-minute guitar solo before an enthusiastic crowd of friends.
Created by the developers, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with a song. Every sequence corresponded to particular chords, creating the sensation of a genuine live show.
Harmonix previously experimented with rhythm games prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar franchise which made a significant impact for many of the artists featured, introducing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – even though the first two games primarily featured cover versions.
“We reproduced all the music since the cost prohibitive,” he says. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure bands like legendary groups – the publisher had virtually no money, and our team was fairly certain the project would flop. But once the game took off, and record sales airtime increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their children to the music they adored. It became an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Guitarist the artist remembers how the series brought older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Generally such music was considered outdated material, however once it got featured on the title young people were finding it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
At that time, the Answer’s first record remained unreleased stateside, so the game served as a primary platform of discovery for the band during their US tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Influence
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and associated stories, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the group more money compared to their records. It sold more than half a million copies in its first week, while demand for Aerosmith’s music saw an increase significantly at a time when the music business faced decline.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. This track is challenging even in expert mode, let alone played at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use a real gun and go to war,” says musician Herman Li.
The band had already completed a profitable run when their hit was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing all other the band has done. Last year, the song was used in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
The best promotion, be it for cars, apparel or video games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out in just a half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Games such as Clone Hero and Fortnite Festival have maintained the community alive, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has entered work on its debut music game. The initial creators are both involved as special advisers. Is the world prepared to welcome another game following the classic?
“Our team believed such titles could be like Madden where you can update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain hopeful. It's entirely possible for it to persist for future fans.”