Marking two decades after Guitar Hero debuted in North America, providing everyday gamers the tools to feel like a rock star. Figuratively speaking, but try convincing someone who's mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to a song. Every sequence mimicked particular chords, creating the feel of an authentic performance.
Harmonix previously experimented with rhythm games prior to teaming up with the publisher, which was acquired by Activision in 2006. Together, they laid the groundwork for a surprising massively profitable franchise that had a remarkable impact for many musicians featured, introducing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges in securing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced all the music since the cost prohibitive,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game took off, and record sales airtime increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their children to the music they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero provided a bigger, new demographic. Generally such music was considered outdated material, however when it was featured on the game young people were finding it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the band's debut album was still not available in the US, meaning the game served as a primary platform for exposure for the band during their a North American tour opening for the rock giants. “The roadies were playing the song during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others 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, it was said to have made the band more money than any of their records. It moved well over 500,000 units upon release, while sales of Aerosmith’s music rose significantly at a time as the industry was already collapsing.
The series still motivates nimble-fingered fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. This track is difficult enough on expert mode, let alone played at double speed and without missing every one of the thousands of cues. The streamer stated requiring nine months to accomplish.
“The game offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean 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, yet he explains it turned them into a household name. “I recall the record label informing us that our records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”
In fact, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing all other the band has done. Last year, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best promotion, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to participate”.
Most installments came out in just a half-decade between 2005 and 2010, featuring spin-offs like the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.
Titles such as the fan project and newer releases have kept the community alive, with expectations of a new product from the original publisher in development. A new studio has begun work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace a new entry in the spirit of the classic?
“We thought those games might become similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue for future fans.”