It has been two decades after Guitar Hero hit the market in North America, giving everyday gamers the means to feel like rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who's mastered the epic four-minute guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with a song. Every sequence corresponded to specific notes, creating the feel of a genuine performance.
Harmonix had already experimented with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Together, they laid the foundations for an unlikely billion-dollar series which made a significant impact on numerous musicians featured, introducing decades-old bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the songs – even though initial releases mostly used rerecorded tracks.
“We rerecorded all the music because the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when the game became a hit, and record sales and radio play were going up, everyone wanted to participate.”
He adds: “One of the amazing things was how many parents got in touch expressing gratitude for exposing their children to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Gains Younger Fans
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist the artist remembers the way the game revived classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Typically this had been seen as outdated material, however once it got featured on the title young people discovered it, abruptly it was cool. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”
In 2008, the band's first record remained not available in the US, so Guitar Hero was a key medium for exposure for the band as they went on US tour opening for the rock giants. “The roadies were playing Never Too Late during travel, and some of them knew us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said to have made the group greater revenue compared to their records. It moved well over 500,000 units in its first week, and demand for Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication within the community. Recently, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. This track is challenging enough on the hardest setting, not to mention played at double speed and without missing a single one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.
“The game offers a, fantasy thing. 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 previously completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I recall our distributors calling to tell me that our records were moving rapidly,” he says. “It exploded when we next toured, and we were playing just before top acts at the event.”
Indeed, the band's visibility via the game proved so vast that it threatened to eclipsing all other accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact of a Plastic Guitar
Top-tier promotion, be it for automobiles, clothes or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a music icon in the spotlight. From day one, the co-founders believed humans have a natural human desire to make music, and they wanted to leverage innovation to allow people to participate”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus on peripherals died down, except for a brief comeback in 2015.
Games like the fan project and Fortnite Festival have maintained the community active, and there’s expectations of something from the founders in development. A new studio has begun production on their first rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace another game following the classic?
“Our team believed such titles might become like Madden allowing annual releases,” he remarks. “There’s so much fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason for it to continue with new generations.”