Marking 20 years since the legendary game first launched across the Atlantic, providing players everywhere the tools to become a rock star. Figuratively speaking, but try telling that anyone who's nailed Free Bird’s four-minute instrumental break in front of a packed living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to a song. Every sequence corresponded to particular chords, producing the feel of a genuine performance.
Harmonix previously tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar series which made a remarkable impact on numerous of the artists included, introducing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – even though the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. But once Guitar Hero became a hit, album purchases airtime were going up, all artists desired to be in.”
He adds: “Among the amazing things was how many parents reached out expressing gratitude for introducing their children to the songs they loved. It became a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game brought classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Typically such music was considered music that was past it, but then once it got included in the game young people were finding it, abruptly it became trendy. This validated the genre, eliminating the outdated tag. It gave our catalog a new life.”
In 2008, the band's first record was still not available stateside, so the game was a key medium for exposure for the band as they went on US tour opening for the rock giants. “The roadies had on Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on each band’s catalogue and related stories, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the band more money compared to their studio albums. It sold well over half a million units in its first week, while demand for their songs rose significantly at a time as the industry was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of personalization features. The song is difficult enough on the hardest setting, let alone played at double speed and without missing every one of the thousands of cues. They stated it took nine months of practice.
“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to pick up actual weapons and go to war,” says DragonForce guitarist Herman Li.
DragonForce had already completed a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I recall the record label informing us that we were records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow all other accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Iconic Controller
Top-tier promotion, be it for cars, clothes or video games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the creators believed there’s an instinctive urge to create songs, and they wanted to use technology to allow people to do it”.
The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival in 2015.
Games like the fan project and newer releases have kept the community alive, and there’s expectations of a new product from the founders on the way. Recently formed developers has begun production on its debut music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed those games might become like Madden where you can releases,” Dornbrook says. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”