It has been two decades after Guitar Hero hit the market across the Atlantic, offering players everywhere the tools to feel like rock legends. Not literally, but try convincing anyone who has mastered the epic lengthy instrumental break before a packed crowd of friends.
Created by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the display in time with the music. Each riff corresponded to specific notes, producing the sensation of an authentic performance.
Harmonix previously experimented in the music genre prior to teaming up with the publisher, later purchased by Activision in 2006. Together, they established the groundwork for a surprising massively profitable series that had a remarkable impact on numerous of the artists included, introducing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles in securing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music since the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get 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 became a hit, album purchases and radio play increased, all artists desired to be in.”
He adds: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their children to the songs they adored. It became a multigenerational thing.”
Timeless Music Gains Younger Fans
Irish group one featured act had their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game brought classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Generally this had been seen as outdated material, however when it was featured on the game and teenagers were finding it, suddenly it became trendy. That legitimised it, and got rid of the outdated tag. It provided all our music a new life.”
At that time, the Answer’s debut album was still unreleased stateside, meaning the game served as a primary platform of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies were playing Never Too Late during travel, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles 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 game editions that focused on their music collections and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their studio albums. It moved well over half a million units in its first week, and sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. The song is challenging even in expert mode, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to pick up a real gun and enlist,” says DragonForce guitarist the artist.
DragonForce previously completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I remember our distributors informing us that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing everything else the band has done. Last year, the track was used in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact from the Iconic Controller
The best promotion, be it for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and their goal was to use technology to allow people to participate”.
Most installments were released in just a five-year period from 2005 to 2010, featuring derivative titles like the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals waned, except for a brief comeback in 2015.
Games like Clone Hero and Fortnite Festival have maintained the community active, and there’s expectations of a new product from the original publisher on the way. A new studio has entered work on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?
“Our team believed those games might become similar to sports games where you can update every year,” he remarks. “There’s so much new music that it could be evergreen, so I’ve always been hopeful. There’s no reason for it to continue for future fans.”