It has been two decades since the legendary game debuted across the Atlantic, giving players everywhere the means to become rock legends. Not literally, though you'd be hard-pressed telling that someone who's nailed the epic lengthy guitar solo in front of a packed crowd of friends.
Developed by the developers, the game provided users with a guitar-shaped controller to match 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.
Harmonix had already experimented in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely billion-dollar series which made a remarkable impact for many musicians included, introducing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the dollar figure prohibitive,” he says. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of parents got in touch and thanked us for exposing their children to the music they adored. It evolved into a multigenerational thing.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Lead musician the artist recalls the way the game revived classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Generally such music was considered music that was past it, however once it got included in the game and teenagers discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated label. It provided all our music a new life.”
In 2008, the Answer’s debut album remained unreleased in the US, meaning the game was a key medium of discovery for the band as they went on US tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and several recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Impact
Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and associated lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly earned the band greater revenue compared to their records. It sold well over 500,000 units in its first week, and demand for their songs rose significantly during an era as the industry was already collapsing.
The series still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. The song is challenging even in expert mode, not to mention performed at increased tempo and without missing a single one of the thousands of cues. The streamer claimed it took months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use actual weapons and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a successful tour before their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label informing us that we were selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing all other the band has done. Last year, the song featured in promotional material for a major film. “In the past I thought differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy of a Iconic Controller
The best promotion, whether it’s for automobiles, clothes or games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and they wanted to use technology to allow people to participate”.
Most installments came out in just a half-decade between 2005 and 2010, including spin-offs such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.
Games like the fan project and Fortnite Festival have maintained the community alive, and there’s set to be something from the founders in development. Recently formed developers has entered production on their first music game. The initial creators are participating as special advisers. Is the world ready to embrace a new entry following Guitar Hero?
“We thought those games could be similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to continue with new generations.”