Marking 20 years since Guitar Hero debuted in North America, providing everyday gamers the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s lengthy instrumental break in front of a packed living-room audience.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the display synchronized to a song. Every sequence mimicked particular chords, creating the sensation of an authentic performance.
The studio had already experimented with rhythm games before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable series which made a remarkable impact for many musicians featured, introducing decades-old bands to millions of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the early budgetary hurdles in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song since the dollar figure was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced the project would flop. But once Guitar Hero took off, and record sales airtime increased, everyone wanted to participate.”
He adds: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for exposing their kids to the music they adored. It became a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Lead musician the artist recalls how the series brought classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Typically this had been considered music that was past it, but then when it was included in the game and teenagers were finding it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the Answer’s first record remained not available in the US, so Guitar Hero served as a primary platform for exposure for the band as they went on US tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said to have made the band more money compared to their studio albums. It moved more than 500,000 copies upon release, and demand for their songs rose significantly during an era when the music business faced decline.
The series still motivates quick-handed fanaticism within the community. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. This track is difficult even in 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 of practice.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, it doesn't imply you should use actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce had already wrapped up a profitable run before 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 rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked overshadow all other accomplishments. Recently, the track was used in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy of a Iconic Controller
The best marketing, be it for automobiles, apparel or games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the creators believed humans have a natural urge to make music, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including spin-offs like the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Titles like Clone Hero and Fortnite Festival have maintained the scene alive, and there’s set to be a new product from the founders on the way. Recently formed developers has begun work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”