Marking two decades since Guitar Hero hit the market in North America, providing players everywhere the opportunity to become rock legends. Figuratively speaking, but try convincing someone who's mastered Free Bird’s lengthy instrumental break in front of a packed living-room audience.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with the music. Each riff mimicked specific notes, creating the feel of a genuine performance.
The studio previously experimented with rhythm games before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for an unlikely billion-dollar franchise which made a significant impact for many musicians featured, showcasing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges of licensing the recordings – even though the first two games mostly used cover versions.
“We rerecorded every song because the cost prohibitive,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once Guitar Hero took off, and record sales and radio play increased, everyone wanted to participate.”
He adds: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their kids to the music they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series revived older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Typically such music was seen as outdated material, however once it got included in the title and teenagers were finding it, abruptly it was cool. That legitimised the genre, eliminating the outdated label. It provided all our music renewed popularity.”
In 2008, the band's debut album was still not available stateside, so the game served as a primary platform of discovery for the group as they went on US tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their records. It moved more than 500,000 units upon release, while sales of their songs saw an increase significantly at a time when the music business faced decline.
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 – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. This track is challenging enough on expert mode, not to mention performed at double speed and without missing a single one of its near 4,000 notes. They stated it took months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with other games, it doesn't imply you should pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
The band had already completed a profitable run when Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I recall the record label informing us that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing all other the band has done. Recently, the song featured in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I’m glad we played a role of people’s lives”.
Enduring Legacy from the Plastic Guitar
The best promotion, be it for cars, clothes or video games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the co-founders felt that there’s an instinctive urge to create songs, and they wanted to use technology to allow people to do it”.
The majority of Guitar Hero games were released over a mere half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.
Games such as Clone Hero and newer releases have maintained the community alive, with set to be a new product from the original publisher in development. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed those games might become similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”