Marking two decades since the legendary game hit the market in North America, offering players everywhere the means to feel like rock legends. Figuratively speaking, but try telling that someone who has mastered the epic lengthy guitar solo before a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the screen in time with the music. Every sequence mimicked particular chords, producing the feel of an authentic performance.
Harmonix had already experimented in the music genre before partnering with RedOctane, which was purchased by Activision in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise which made a significant impact for many of the artists included, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced all the music since the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like legendary groups – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when Guitar Hero became a hit, album purchases airtime were going up, all artists desired to participate.”
He continues: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their children to the songs they loved. It became an intergenerational thing.”
Timeless Music Gains Younger Fans
Irish blues-rock band one featured act included their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game revived older hits to the forefront: “The game offered a larger, younger audience. Typically this had been considered outdated material, however once it got featured on the title young people discovered it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”
At that time, the band's first record was still not available stateside, meaning Guitar Hero was a key medium of discovery for the band as they went on US tour supporting the rock giants. “The roadies had on the song on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Influence
Rock’s heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the group greater revenue compared to their records. It sold more than 500,000 copies upon release, while sales of their songs saw an increase significantly at a time when the music business was already collapsing.
The series still motivates nimble-fingered dedication among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. The song is challenging enough on expert mode, not to mention performed at double speed and without missing every one of its near 4,000 notes. The streamer claimed requiring nine months of practice.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce previously wrapped up a profitable run before their hit appeared in the third game, yet he explains it made them a household name. “I remember our distributors informing us that our records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
In fact, DragonForce’s exposure via the game was so immense that it risked eclipsing all other accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we played a role of people’s lives”.
Enduring Impact from the Iconic Controller
The best promotion, be it for automobiles, clothes or video games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
The majority installments came out over a mere half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, except for a short-lived revival several years later.
Titles like the fan project and Fortnite Festival have maintained the scene alive, with expectations of a new product from the founders in development. A new studio has begun work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles could be like Madden where you can update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, thus I remain hopeful. It's entirely possible for it to persist with new generations.”