Marking 20 years since Guitar Hero debuted across the Atlantic, giving everyday gamers the tools to feel like rock legends. Not literally, but try telling that someone who's mastered Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the display in time with the music. Each riff mimicked specific notes, producing the sensation of a genuine performance.
The studio previously tried its hand with rhythm games before partnering with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar series that had a remarkable impact on numerous of the artists included, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the recordings – even though the first two games mostly used cover versions.
“We reproduced all the music since the cost prohibitive,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. However, when the game took off, and record sales and radio play increased, all artists desired to be in.”
He adds: “Among the remarkable aspects was how many parents got in touch and thanked us for exposing their children to the songs they adored. It evolved into a multigenerational thing.”
Timeless Music Gains a New Audience
Northern Irish group the Answer had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls the way the game brought classic rock to the forefront: “The game provided a bigger, new demographic. Typically this had been considered music that was past it, however once it got featured on the title and teenagers were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
At that time, the Answer’s debut album remained not available stateside, so the game was a key medium for exposure for the group as they went on US tour supporting AC/DC. “The roadies were playing Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their studio albums. It moved more than 500,000 units upon release, while demand for their songs rose significantly during an era when the music business faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. The song is challenging enough on the hardest setting, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“The game offers a, fantasy thing. If you play other games, that doesn’t mean you should pick up actual weapons and go to war,” notes musician Herman Li.
DragonForce had already completed a successful tour before their hit appeared in the third game, but Li says it made them widely recognized. “I remember the record label informing us that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it risked overshadow everything else accomplishments. Recently, the song was used in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I’m glad we played a role of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or video games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. From day one, the co-founders believed there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to participate”.
Most installments came out in just a five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Titles like the fan project and newer releases have kept the community alive, and there’s set to be something from the founders in development. Recently formed developers has begun work on its debut music game. The initial creators are participating as special advisers. Are gamers prepared to welcome another game following the classic?
“Our team believed such titles could be like Madden where you can update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”