It has been two decades since the legendary game debuted in North America, providing players everywhere the opportunity to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who has nailed Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the display in time with the music. Each riff mimicked specific notes, producing the feel of a genuine live show.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise which made a significant impact on numerous of the artists included, showcasing classic bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – despite the fact initial releases mostly used cover versions.
“We reproduced every song since the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, and record sales and radio play were going up, all artists desired to be in.”
He continues: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their children to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Gains a New Audience
Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought older hits back into vogue: “The game provided a larger, younger audience. Generally such music was considered music that was past it, but then when it was included in the title young people discovered it, abruptly it was cool. This validated the genre, eliminating the outdated label. It gave all our music a new life.”
At that time, the band's first record remained not available stateside, so Guitar Hero was a key medium for exposure for the group as they went on US tour opening for AC/DC. “The roadies were playing the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band greater revenue than any of their records. It sold well over 500,000 copies in its first week, and sales of their songs rose of up to 40% at a time when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics but an array of personalization features. The song is challenging even in expert mode, not to mention performed at double speed and without missing a single one of the thousands of cues. They claimed it took nine months of practice.
“The game offers a, imaginary experience. If you play 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 Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label informing us that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing all other the band has done. Recently, the track was used in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has a unique path in music and I’m glad we played a role in fans' experiences”.
The Lasting Impact from the Iconic Controller
The best marketing, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and their goal was to leverage innovation to enable everyone to participate”.
Most installments came out over a mere half-decade between 2005 and 2010, including spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.
Games like the fan project and Fortnite Festival have kept the community active, and there’s expectations of a new product from the founders on the way. A new studio has entered production on its debut music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?
“Our team believed those games might become like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”