It has been 20 years since the legendary game hit the market in North America, giving everyday gamers the means to become rock legends. Figuratively speaking, but try convincing anyone who has nailed Free Bird’s four-minute guitar solo before an enthusiastic living-room audience.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the screen in time with a song. Every sequence corresponded to particular chords, creating the feel of an authentic live show.
Harmonix had already tried its hand with rhythm games before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar franchise which made a significant impact for many musicians featured, introducing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured cover versions.
“We reproduced all the music because the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their children to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game revived classic rock back into vogue: “Guitar Hero offered a bigger, younger audience. Generally such music was considered music that was past it, however when it was included in the game young people discovered it, suddenly it became trendy. That legitimised it, and got rid of the outdated tag. It provided our catalog a new life.”
At that time, the band's debut album was still not available stateside, so the game was a key medium of discovery for the group during their US tour opening for the rock giants. “The roadies were playing the song during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and related stories, imagery and legendary status. In the case of, the Aerosmith edition, reportedly to have made the band more money compared to their studio albums. It sold well over 500,000 copies in its first week, and sales of their songs saw an increase significantly during an era as the industry was already collapsing.
The series still motivates quick-handed dedication among its fans. Recently, an online personality achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. The song is challenging even in expert mode, let alone performed at double speed while hitting every one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce had already wrapped up a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that we were records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing everything else the band has done. Last year, the song featured in a trailer for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy of a Iconic Controller
The best marketing, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it inspires a longing. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the creators believed there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to participate”.
The majority installments came out over a mere half-decade between 2005 and 2010, including spin-offs such as DJ Hero, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Titles like Clone Hero and Fortnite Festival have maintained the scene alive, with set to be a new product from the original publisher in development. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace another game in the spirit of the classic?
“We thought such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much new music it could remain perennially popular, thus I remain optimistic. It's entirely possible for it to persist with new generations.”