Marking two decades since the legendary game first launched in North America, giving everyday gamers the opportunity to become rock legends. Not literally, though you'd be hard-pressed convincing someone who has nailed Free Bird’s lengthy instrumental break in front of a packed crowd of friends.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to the music. Every sequence corresponded to specific notes, producing the sensation of a genuine performance.
The studio had already experimented with rhythm games prior to teaming up with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar series which made a remarkable influence on numerous of the artists included, showcasing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured cover versions.
“We rerecorded every song since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game took off, and record sales and radio play increased, all artists desired to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers reached out expressing gratitude for exposing their kids to the music they loved. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers the way the game revived older hits back into vogue: “Guitar Hero provided a larger, new demographic. Generally such music was considered music that was past it, however when it was included in the game young people were finding it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”
At that time, the band's first record was still unreleased stateside, meaning Guitar Hero was a key medium for exposure for the group as they went on US tour supporting the rock giants. “The roadies had on Never Too Late during travel, and several recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on their music collections and associated lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their studio albums. It sold well over half a million units upon release, while sales of Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered dedication within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is challenging enough on the hardest setting, let alone played at double speed while hitting a single one of its near 4,000 notes. They stated it took nine months to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a profitable run when their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors calling to tell me that our records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
In fact, the band's visibility via the game proved so vast that it has threatened to eclipsing all other the band has done. Recently, the track featured in a trailer for a major film. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy of a Plastic Guitar
The best marketing, whether it’s for automobiles, apparel or games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon in the spotlight. From day one, the co-founders believed humans have a natural human desire to make music, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments died down, except for a short-lived revival several years later.
Games such as Clone Hero and Fortnite Festival have kept the scene alive, and there’s set to be a new product from the original publisher on the way. A new studio has begun production on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace a new entry in the spirit of the classic?
“Our team believed those games might become like Madden where you can update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”