It has been 20 years after the legendary game first launched in North America, providing everyday gamers the tools to feel like rock legends. Figuratively speaking, but try convincing someone who's nailed Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to the music. Every sequence mimicked specific notes, creating the sensation of a genuine performance.
The studio had already tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by Activision in 2006. Together, they established the groundwork for an unlikely billion-dollar series that had a remarkable impact for many musicians featured, showcasing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges in securing the songs – despite the fact the first two games mostly used cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero took off, album purchases airtime increased, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many parents got in touch and thanked us for exposing their kids to the songs they loved. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought older hits to the forefront: “The game offered a bigger, younger audience. Generally such music was considered music that was past it, but then once it got featured on the game young people were finding it, abruptly it became trendy. This validated the genre, eliminating the outdated label. It provided all our music a new life.”
In 2008, the Answer’s first record was still not available stateside, meaning Guitar Hero was a key medium of discovery for the group during their US tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their records. It moved more than 500,000 units in its first week, while sales of Aerosmith’s music rose of up to 40% during an era as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. The song is difficult enough on the hardest setting, not to mention played at double speed and without missing every one of its near 4,000 notes. They stated requiring months of practice of practice.
“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to pick up a real gun and enlist,” says DragonForce guitarist the artist.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember the record label calling to tell me that we were selling albums rapidly,” he says. “It exploded when we next toured, and we performed right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing all other the band has done. Last year, the track was used in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best marketing, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a music icon in the spotlight. From day one, the co-founders believed there’s an instinctive urge to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, including derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Games such as the fan project and Fortnite Festival have maintained the scene active, and there’s set to be a new product from the founders in development. A new studio has entered work on their first music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry following the classic?
“We thought those games could be like Madden allowing annual releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”