Marking two decades after Guitar Hero debuted in North America, providing everyday gamers the opportunity to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s four-minute guitar solo before a packed living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to the music. Every sequence corresponded to particular chords, producing the feel of an authentic live show.
Harmonix previously tried its hand in the music genre before partnering with the publisher, which was purchased by Activision in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable series that had a significant impact on numerous of the artists featured, introducing decades-old bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the initial financial challenges of licensing the songs – even though the first two games primarily featured cover versions.
“We reproduced all the music since the cost prohibitive,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once Guitar Hero took off, album purchases and radio play were going up, all artists desired to participate.”
He adds: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish group the Answer included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game brought classic rock to the forefront: “Guitar Hero provided a bigger, new demographic. Generally such music was seen as outdated material, but then when it was included in the game and teenagers discovered it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”
At that time, the Answer’s first record was still unreleased in the US, meaning the game served as a primary platform of discovery for the group as they went on a North American tour supporting AC/DC. “Their crew were playing the song on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the group greater revenue compared to their studio albums. It moved well over half a million copies in its first week, and sales of Aerosmith’s music rose significantly at a time when the music business faced decline.
The series still motivates quick-handed dedication within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of personalization features. The song is difficult enough on the hardest setting, let alone performed at double speed and without missing every one of the thousands of cues. The streamer stated requiring months of practice to accomplish.
“The game offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you should use a real gun and enlist,” says DragonForce guitarist the artist.
The band previously wrapped up a profitable run when their hit was featured in the third game, yet he explains it made them a household name. “I recall the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it has threatened to overshadow all other the band has done. Last year, the track featured in promotional material for a major film. “In the past I felt differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy from the Iconic Controller
Top-tier marketing, whether it’s for automobiles, clothes or video games, extends beyond than selling something – it evokes a desire. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to make music, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, featuring spin-offs like the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Titles like Clone Hero and newer releases have kept the community active, and there’s set to be a new product from the founders on the way. A new studio has entered work on their first music game. The initial creators are both involved as special advisers. Is the world ready to embrace another game following the classic?
“Our team believed such titles might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”