It has been 20 years since Guitar Hero debuted in North America, giving players everywhere the means to become rock legends. Not in reality, but try telling that someone who has mastered Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the display synchronized to the music. Every sequence mimicked specific notes, creating the sensation of a genuine live show.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, which was purchased by Activision in 2006. Together, they established the foundations for an unlikely massively profitable franchise that had a remarkable impact on numerous musicians included, introducing decades-old bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges in securing the songs – even though the first two games mostly used 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 bands like the Who – RedOctane had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to participate.”
He adds: “One of the amazing things was how many parents got in touch and thanked us for introducing their children to the songs they adored. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought older hits back into vogue: “The game offered a larger, younger audience. Typically this had been considered music that was past it, however when it was featured on the game and teenagers were finding it, suddenly it became trendy. That legitimised the genre, eliminating the outdated tag. It gave our catalog renewed popularity.”
In 2008, the Answer’s debut album was still not available stateside, so the game was a key medium for exposure for the band during their a North American tour opening for the rock giants. “Their crew had on the song during travel, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their studio albums. It moved more than half a million units in its first week, and sales of Aerosmith’s music rose significantly during an era as the industry was already collapsing.
The series still motivates quick-handed fanaticism within the community. Recently, a streamer completed an impressive attempt featuring the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. The song is challenging enough on the hardest setting, not to mention played at double speed while hitting a single one of its near 4,000 notes. They stated requiring months of practice of practice.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce previously wrapped up a profitable run when their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label informing us that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing all other the band has done. Recently, the track featured in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”.
Enduring Impact from the Iconic Controller
Top-tier promotion, whether it’s for cars, clothes or video games, extends beyond mere transactions – it inspires a longing. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the creators felt that there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, except for a brief comeback several years later.
Games like Clone Hero and Fortnite Festival have maintained the scene active, and there’s expectations of something from the original publisher on the way. Recently formed developers has entered work on its debut music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain hopeful. There’s no reason for it to persist with new generations.”