It has been 20 years since the legendary game first launched in North America, providing everyday gamers the tools to become a rock star. Figuratively speaking, but try telling that someone who's mastered Free Bird’s four-minute instrumental break before a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Every sequence corresponded to particular chords, creating the feel of an authentic live show.
The studio had already tried its hand in the music genre before partnering with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the groundwork for a surprising massively profitable franchise that had a significant influence on numerous musicians included, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges of licensing the songs – even though initial releases mostly used cover versions.
“We rerecorded all the music since the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were fairly certain the project would flop. However, when Guitar Hero took off, album purchases and radio play were going up, all artists desired to be in.”
He adds: “Among the amazing things was how many mothers and fathers got in touch and thanked us for exposing their kids to the music they loved. It became a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group one featured act 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 offered a bigger, new demographic. Typically such music was considered music that was past it, however once it got included in the game young people were finding it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”
At that time, the band's debut album was still unreleased in the US, so Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour supporting AC/DC. “Their crew had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band more money compared to their records. It moved well over 500,000 copies upon release, and demand for their songs rose significantly during an era as the industry faced decline.
The series still motivates nimble-fingered fanaticism within the community. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive personalization features. This track is challenging even in the hardest setting, not to mention played at double speed and without missing every one of the thousands of cues. The streamer claimed it took months of practice of practice.
“The game offers a, imaginary experience. If you play other games, it doesn't imply you should pick up actual weapons and go to war,” says DragonForce guitarist the artist.
The band had already completed a successful tour when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has threatened to overshadow everything else the band has done. Last year, the track featured in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
Top-tier promotion, whether it’s for cars, clothes or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to participate”.
Most installments were released over a mere five-year period between 2005 and 2010, including derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.
Titles like the fan project and Fortnite Festival have kept the scene alive, and there’s set to be something from the original publisher in development. Recently formed developers has begun production on its debut music game. The initial creators are participating in advisory roles. Are gamers 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. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”