Marking two decades since the legendary game hit the market in North America, offering players everywhere the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed convincing someone who has mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to the music. Every sequence mimicked particular chords, creating the sensation of an authentic live show.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for an unlikely billion-dollar franchise which made a remarkable impact for many of the artists included, introducing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – despite the fact initial releases primarily featured cover versions.
“We rerecorded every song since the cost was so high,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game became a hit, and record sales airtime were going up, all artists desired to participate.”
He continues: “Among the remarkable aspects was how many parents reached out expressing gratitude for exposing their kids to the music they adored. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Northern Irish group the Answer included Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers the way the game revived older hits back into vogue: “The game provided a bigger, new demographic. Generally such music was seen as music that was past it, but then when it was featured on the game young people discovered it, abruptly it was cool. That legitimised the genre, and got rid of the outdated label. It provided our catalog a new life.”
In 2008, the band's debut album remained unreleased in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour opening for AC/DC. “The roadies had on Never Too Late during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around their music collections and related lore, 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 upon release, and demand for Aerosmith’s music saw an increase significantly at a time when the music business faced decline.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. This track is challenging even in expert mode, not to mention performed at double speed while hitting a single one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you ought to use actual weapons and go to war,” notes musician Herman Li.
The band had already wrapped up a profitable run before their hit appeared in the third game, but Li says it turned them into widely recognized. “I recall the record label informing us that our records were moving rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing everything else the band has done. Recently, the track featured in promotional material for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – each person has their own musical journey and I’m glad we played a role of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, whether it’s for cars, clothes or video games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a rock star in the spotlight. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals waned, except for a short-lived revival several years later.
Games such as Clone Hero and Fortnite Festival have maintained the community alive, with expectations of a new product from the original publisher on the way. Recently formed developers has begun production on their first music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles could be similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”