Marking two decades since Guitar Hero first launched in North America, offering everyday gamers the means to become a rock star. Not in reality, though you'd be hard-pressed convincing someone who has mastered Free Bird’s lengthy guitar solo in front of a packed living-room audience.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the screen in time with the music. Every sequence mimicked particular chords, creating the feel of an authentic performance.
Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Together, they established the groundwork for a surprising billion-dollar franchise that had a remarkable impact for many musicians included, showcasing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the songs – despite the fact the first two games primarily featured cover versions.
“We reproduced every song since the cost was so high,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure bands like legendary groups – the publisher had virtually no money, and our team was pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to be in.”
He continues: “One of the amazing things was the number of parents got in touch and thanked us for exposing their children to the songs they loved. It became a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish group one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived older hits to the forefront: “The game provided a larger, younger audience. Typically such music was seen as music that was past it, but then once it got featured on the title young people discovered it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”
At that time, the Answer’s first record was still unreleased in the US, so the game was a key medium of discovery for the band as they went on US tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their records. It sold more than half a million units in its first week, while demand for their songs rose significantly at a time as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Recently, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay 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 the thousands of cues. They claimed requiring nine months of practice.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” notes DragonForce guitarist the artist.
The band had already completed a profitable run before Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I remember our distributors informing us that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow all other accomplishments. Recently, the song was used in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy from the Plastic Guitar
The best marketing, be it for cars, apparel or video games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and their goal was to use technology to allow people to do it”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, including a turntable controller, and Band Hero. After that, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the scene alive, with expectations of a new product from the founders in development. Recently formed developers has entered work on its debut music game. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?
“We thought those games could be like Madden where you can update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”