Marking two decades since Guitar Hero debuted in North America, giving players everywhere the opportunity to become a rock star. Not literally, but try convincing someone who has mastered Free Bird’s lengthy instrumental break in front of a packed living-room audience.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to a song. Every sequence mimicked particular chords, producing the sensation of an authentic live show.
The studio previously tried its hand in the music genre before partnering with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable franchise that had a significant influence for many of the artists featured, showcasing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music since the cost was so high,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when the game became a hit, and record sales and radio play were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many parents reached out and thanked us for introducing their kids to the music they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series brought older hits back into vogue: “The game offered a bigger, younger audience. Generally this had been considered music that was past it, however when it was included in the game young people discovered it, abruptly it was cool. That legitimised the genre, eliminating the outdated label. It gave our catalog a new life.”
At that time, the Answer’s debut album remained not available stateside, meaning the game served as a primary platform of discovery for the band during their a North American tour opening for the rock giants. “Their crew had on Never Too Late during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and related lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly earned the band more money than any of their records. It sold more than 500,000 copies in its first week, and sales of their songs rose significantly at a time as the industry faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is difficult even in the hardest setting, let alone played at double speed while hitting every one of its near 4,000 notes. They stated requiring nine months of practice.
“The game offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” notes musician the artist.
DragonForce had already wrapped up a successful tour when their hit appeared in the third game, yet he explains it made them widely recognized. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
In fact, the band's visibility via the game was so immense 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 I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got their own musical journey and I’m glad we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
Top-tier promotion, whether it’s for cars, clothes or video games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what we were trying to create,” he confirms. “That thrill of performing as 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”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a brief comeback in 2015.
Games like the fan project and Fortnite Festival have maintained the community active, with set to be a new product from the original publisher in development. Recently formed developers has begun production on their first music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed those games could be like Madden allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible for it to continue for future fans.”