Marking two decades after Guitar Hero first launched across the Atlantic, giving everyday gamers the tools to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who's mastered the epic four-minute guitar solo in front of an enthusiastic living-room audience.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display in time with a song. Every sequence mimicked particular chords, producing the feel of an authentic live show.
Harmonix had already tried its hand in the music genre before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable franchise which made a significant influence for many of the artists included, showcasing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. But once the game took off, and record sales airtime were going up, all artists desired to participate.”
He adds: “One of the amazing things was how many parents got in touch and thanked us for introducing their kids to the songs they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers the way the game revived classic rock back into vogue: “The game provided a bigger, younger audience. Typically such music was seen as music that was past it, however once it got included in the game and teenagers were finding it, suddenly it became trendy. This validated the genre, and got rid of the outdated tag. It provided our catalog a new life.”
At that time, the Answer’s first record remained not available stateside, so Guitar Hero served as a primary platform of discovery for the group as they went on US tour opening for AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Major Band Titles Enduring Impact
Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue than any of their records. It moved well over 500,000 units in its first week, while demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.
The series still motivates nimble-fingered fanaticism within the community. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is difficult enough on the hardest setting, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. They claimed it took months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you should use a real gun and enlist,” notes musician the artist.
DragonForce had already completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing all other accomplishments. Recently, the song was used in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” he admits. “If you only hear a single track, it’s totally cool – each person has a unique musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Legacy from the Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or games, goes further mere transactions – it inspires a longing. Was the game able to harness this? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of being a music icon in the spotlight. From day one, the co-founders believed humans have a natural urge to make music, and they wanted to leverage innovation to allow people to participate”.
The majority installments came out in just a half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Games like the fan project and newer releases have kept the scene active, with set to be something from the original publisher in development. A new studio has entered production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“We thought those games might become similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”