It has been two decades after the legendary game hit the market in North America, providing players everywhere the means to become a rock star. Not literally, but try telling that anyone who's nailed Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the screen in time with a song. Each riff corresponded to specific notes, creating the sensation of a genuine performance.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising billion-dollar franchise which made a remarkable impact on numerous of the artists included, showcasing decades-old bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the songs – even though initial releases primarily featured cover versions.
“We reproduced every song because the cost was so high,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were 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: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their children to the music they adored. It evolved into a multigenerational thing.”
Classic Rock Finds a New Audience
Northern Irish group one featured act had Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers how the series revived classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Typically this had been seen as outdated material, but then when it was included in the game and teenagers discovered it, suddenly it was cool. This validated it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
At that time, the band's first record remained unreleased in the US, meaning the game was a key medium of discovery for the band as they went on a North American tour supporting AC/DC. “Their crew had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Impact
Music's heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and associated stories, imagery and legendary status. For example, the Aerosmith edition, reportedly earned the band greater revenue compared to their records. It sold well over half a million units in its first week, while demand for Aerosmith’s music rose significantly at a time when the music business faced decline.
The series still motivates nimble-fingered dedication within the community. Earlier this year, a streamer completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. This track is challenging even in expert mode, let alone performed at double speed and without missing every one of its near 4,000 notes. The streamer stated requiring months of practice of practice.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you should use actual weapons and enlist,” says musician Herman Li.
The band had already wrapped up a profitable run when Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that we were selling albums like crazy,” he says. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to overshadow all other the band has done. Last year, the song featured in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier promotion, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and they wanted to use technology to allow people to do it”.
Most installments came out in just a five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a brief comeback in 2015.
Titles like Clone Hero and newer releases have maintained the community alive, and there’s expectations of a new product from the original publisher in development. A new studio has begun work on its debut music game. The initial creators are participating in advisory roles. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“We thought those games could be like Madden where you can update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to persist for future fans.”