Marking two decades after the legendary game debuted in North America, giving everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try convincing anyone who has mastered the epic lengthy guitar solo before a packed crowd of friends.
Created by Harmonix, the game gave players a plastic guitar peripheral to follow on-screen cues moving along the screen in time with the music. Every sequence mimicked specific notes, producing the feel of an authentic live show.
The studio had already tried its hand with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar series which made a significant impact on numerous musicians included, showcasing decades-old bands to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the songs – despite the fact initial releases primarily featured cover versions.
“We reproduced all the music since the cost was so high,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. But once the game took off, and record sales airtime were going up, all artists desired to be in.”
He adds: “Among the amazing things was how many parents reached out and thanked us for exposing their children to the songs they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game brought older hits to the forefront: “Guitar Hero provided a larger, younger audience. Generally this had been seen as music that was past it, but then when it was featured on the title young people were finding it, abruptly it was cool. That legitimised it, eliminating the outdated tag. It provided our catalog renewed popularity.”
In 2008, the band's debut album remained unreleased in the US, so the game was a key medium for exposure for the group during their a North American tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.
Major Band Titles and Lasting Impact
Music's heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around their music collections and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their studio albums. It sold well over 500,000 units upon release, and sales of their songs saw an increase of up to 40% during an era as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed dedication within the community. Recently, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive customisation options. The song is challenging even in the hardest setting, let alone performed at increased tempo and without missing every one of its near 4,000 notes. They stated it took months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” says musician Herman Li.
The band previously completed a profitable run when their hit appeared in the third game, yet he explains it made them widely recognized. “I remember our distributors informing us that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it has risked eclipsing everything else the band has done. Last year, the song featured in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy of a Plastic Guitar
Top-tier marketing, be it for cars, apparel or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring derivative titles such as the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have kept the community active, and there’s expectations of something from the original publisher in development. Recently formed developers has begun work on their first rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry following the classic?
“Our team believed such titles might become like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”