It has been 20 years since Guitar Hero debuted in North America, giving everyday gamers the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's mastered the epic lengthy instrumental break in front of an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the display 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 before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable franchise that had a remarkable influence for many musicians featured, introducing decades-old bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded all the music since the cost prohibitive,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, album purchases airtime increased, everyone wanted to participate.”
He continues: “Among the amazing things was how many parents got in touch and thanked us for introducing their kids to the music they adored. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band the Answer included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series brought classic rock back into vogue: “The game provided a bigger, younger audience. Typically this had been considered outdated material, however once it got featured on the title young people discovered it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
In 2008, the band's first record was still not available in the US, so the game was a key medium of discovery for the group as they went on US tour supporting the rock giants. “Their crew had on Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized game editions centered around their music collections and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group greater revenue compared to their records. It moved well over half a million units upon release, and sales of Aerosmith’s music saw an increase significantly at a time as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of personalization features. This track is challenging even in expert mode, not to mention performed at double speed and without missing every one of its near 4,000 notes. They claimed it took months of practice to accomplish.
“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
DragonForce previously completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors calling to tell me that our records were moving rapidly,” 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 risked eclipsing everything else accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or video games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the co-founders believed there’s an instinctive urge to create songs, and they wanted to use technology to allow people to do it”.
Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring spin-offs like DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Titles such as Clone Hero and Fortnite Festival have kept the community active, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has begun production on its debut music game. Original co-founders are participating as special advisers. Are gamers ready to embrace another game in the spirit of the classic?
“Our team believed those games might become similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”