Marking 20 years after the legendary game debuted across the Atlantic, providing players everywhere the opportunity to become a rock star. Not in reality, but try convincing someone who's nailed Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the screen synchronized to the music. Every sequence corresponded to specific notes, producing the feel of an authentic performance.
Harmonix had already experimented in the music genre prior to teaming up with the publisher, which was acquired by Activision in 2006. Together, they established the foundations for a surprising billion-dollar franchise that had a significant influence for many musicians featured, introducing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early financial challenges of licensing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the cost was so high,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to be in.”
He continues: “Among the amazing things was how many parents got in touch expressing gratitude for exposing their kids to the songs they adored. It evolved into a multigenerational thing.”
Timeless Music Gains a New Audience
Northern Irish group one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived classic rock back into vogue: “The game offered a bigger, younger audience. Typically such music was considered outdated material, however once it got included in the game and teenagers discovered it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the band's debut album was still unreleased stateside, meaning the game was a key medium of discovery for the group as they went on a North American tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Impact
Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and related stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their records. It sold 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 faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. This track is challenging even in the hardest setting, not to mention performed at double speed while hitting a single one of the thousands of cues. The streamer stated it took months of practice of practice.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you should use actual weapons and go to war,” notes musician Herman Li.
DragonForce had already wrapped up a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I recall our distributors informing us that we were records were moving like crazy,” he says. “It exploded when we next toured, and we performed just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other the band has done. Last year, the track was used in promotional material for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best marketing, be it for cars, clothes or games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon on the stage. From day one, the creators felt that humans have a natural urge to make music, and they wanted to use technology to enable everyone to participate”.
Most installments came out over a mere half-decade between 2005 and 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Games like Clone Hero and newer releases have maintained the scene alive, with expectations of a new product from the original publisher in development. A new studio has entered production on their first music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain optimistic. It's entirely possible for it to continue with new generations.”