It has been 20 years after Guitar Hero hit the market in North America, offering players everywhere the tools to become a rock star. Not literally, but try telling that anyone who has mastered the epic four-minute guitar solo before an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Each riff mimicked specific notes, creating the sensation of a genuine live show.
The studio had already experimented in the music genre before partnering with RedOctane, later purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar franchise which made a significant influence on numerous musicians included, showcasing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges in securing the recordings – even though the first two games mostly used cover versions.
“We reproduced every song because the cost was so high,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. However, when Guitar Hero took off, album purchases and radio play increased, everyone wanted to be in.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their kids to the music they loved. It became a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish group one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game revived classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Typically this had been seen as music that was past it, but then once it got featured on the game and teenagers discovered it, abruptly it became trendy. This validated it, eliminating the outdated label. It provided our catalog a new life.”
At that time, the band's debut album was still not available in the US, meaning the game served as a primary platform of discovery for the band during their US tour supporting the rock giants. “Their crew were playing the song on the tour bus, and several knew us thanks to the game,” he notes.
Major Band Spin-offs Enduring Influence
Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band more money than any of their studio albums. It sold well over 500,000 units in its first week, and sales of their songs saw an increase significantly at a time when the music business faced decline.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is challenging even in the hardest setting, not to mention played at double speed and without missing 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 Call of Duty, it doesn't imply you should use actual weapons and enlist,” notes musician Herman Li.
The band had already wrapped up a profitable run before Through the Fire and Flames appeared in the third game, but Li says it made them widely recognized. “I recall the record label informing us that our records were moving like crazy,” he shares. “It exploded when we next toured, and we performed just before top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow all other accomplishments. Last year, the song featured in a trailer for a major film. “Previously I felt differently, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.
Enduring Impact of a Iconic Controller
The best promotion, whether it’s for cars, clothes or video games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the co-founders felt that there’s an instinctive human desire to make music, and their goal was to use technology to enable everyone to do it”.
Most installments were released over a mere five-year period from 2005 to 2010, including derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Games such as the fan project and Fortnite Festival have kept the scene active, with expectations of a new product from the original publisher on the way. A new studio has begun production on their first music game. Original co-founders are both involved as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought those games might become similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”