It has been two decades after the legendary game debuted in North America, providing everyday gamers the tools to feel like rock legends. Not literally, but try convincing anyone who has mastered Free Bird’s lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes moving along the screen in time with a song. Each riff corresponded to particular chords, producing the sensation of a genuine performance.
Harmonix had already experimented in the music genre prior to teaming up with RedOctane, which was acquired by Activision in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar series that had a remarkable impact for many musicians included, introducing classic bands to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges in securing the songs – even though initial releases primarily featured rerecorded tracks.
“We rerecorded all the music because the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was fairly certain it would fail. However, when the game took off, album purchases airtime increased, all artists desired to be in.”
He continues: “One of the amazing things was how many parents got in touch expressing gratitude for exposing their kids to the music they loved. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band one featured act had their track on the 2008 game the popular installment. Lead musician the artist remembers the way the game brought older hits to the forefront: “The game offered a bigger, younger audience. Typically this had been considered outdated material, however once it got included in the game young people were finding it, abruptly it was cool. This validated the genre, eliminating the outdated tag. It provided all our music renewed popularity.”
At that time, the band's first record remained not available stateside, so Guitar Hero was a key medium of discovery for the group as they went on a North American tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their studio albums. It sold well over 500,000 copies upon release, while sales of Aerosmith’s music 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 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 freeware game with similar gameplay and extensive customisation options. The song is difficult enough on the hardest setting, let alone played at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you should use actual weapons and go to war,” says musician the artist.
DragonForce previously completed a successful tour before their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else the band has done. Recently, the track featured in a trailer for a major film. “Previously I felt differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting 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. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the co-founders felt that humans have a natural human desire to make music, 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 from 2005 to 2010, including spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.
Games like the fan project and Fortnite Festival have maintained the scene alive, and there’s expectations of something from the founders in development. Recently formed developers has entered work on their first music game. Original co-founders are participating as special advisers. Are gamers ready to embrace a new entry in the spirit of the classic?
“We thought such titles could be like Madden allowing annual releases,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain hopeful. There’s no reason for it to continue for future fans.”