Marking 20 years since Guitar Hero hit the market across the Atlantic, offering everyday gamers the tools to become a rock star. Not literally, but try convincing someone who's mastered the epic lengthy instrumental break in front of a packed crowd of friends.
Developed by Harmonix, the game gave players a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to a song. Each riff mimicked specific notes, creating the feel of an authentic performance.
Harmonix had already experimented with rhythm games prior to teaming up with the publisher, which was acquired by Activision in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a significant influence for many musicians included, showcasing decades-old groups to millions of younger players.
A former executive, former COO of Harmonix, recalls the early financial challenges of licensing the songs – even though initial releases primarily featured cover versions.
“We reproduced every song since the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it was extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. However, when the game took off, and record sales airtime were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many parents reached out and thanked us for introducing their kids to the music they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series revived older hits to the forefront: “Guitar Hero provided a larger, younger audience. Typically such music was considered music that was past it, however when it was featured on the game young people discovered it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
In 2008, the band's debut album remained not available in the US, meaning the game was a key medium for exposure for the group as they went on US tour supporting AC/DC. “Their crew had on the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their studio albums. It moved more than half a million copies upon release, and demand for Aerosmith’s music saw an increase of up to 40% during an era as the industry was already collapsing.
Guitar Hero still motivates quick-handed dedication among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is challenging enough on the hardest setting, let alone performed at increased tempo and without missing every one of its near 4,000 notes. The streamer stated it took nine months of practice.
“Guitar Hero offers a, fantasy thing. If you play other games, it doesn't imply you should pick up actual weapons and enlist,” says musician Herman Li.
DragonForce had already completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label informing us that our selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it threatened to overshadow all other the band has done. Last year, the track was used in a trailer for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” Li says. “If you only hear a single track, it’s totally cool – each person has a unique path in music and I’m glad we played a role of people’s lives”.
Enduring Impact of a Iconic Controller
Top-tier promotion, be it for cars, clothes or video games, goes further mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a music icon in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
The majority installments came out in just a half-decade from 2005 to 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival in 2015.
Titles such as Clone Hero and newer releases have maintained the scene active, with expectations of a new product from the founders on the way. Recently formed developers has entered production on their first music game. The initial creators are participating in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?
“Our team believed those games could be like Madden where you can releases,” Dornbrook says. “There’s so much new music it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to continue with new generations.”