It has been 20 years since the legendary game first launched in North America, offering players everywhere the opportunity to become rock legends. Not literally, though you'd be hard-pressed telling that anyone who's mastered the epic four-minute guitar solo in front of a packed living-room audience.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the display in time with the music. Every sequence corresponded to specific notes, producing the sensation of a genuine performance.
The studio had already tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable series that had a remarkable impact for many musicians featured, introducing classic groups to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music since the cost prohibitive,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, all artists desired to be in.”
He adds: “One of the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their kids to the music they adored. It became a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series brought classic rock back into vogue: “The game offered a bigger, new demographic. Generally such music was considered music that was past it, but then once it got featured on the title young people were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
In 2008, the Answer’s first record was still not available stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour opening for the rock giants. “Their crew had on the song during travel, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their studio albums. It sold well over 500,000 units upon release, while demand for their songs rose of up to 40% during an era as the industry faced decline.
The series still motivates quick-handed fanaticism among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of personalization features. The song is challenging even in expert mode, let alone played at double speed and without missing a single one of its near 4,000 notes. The streamer claimed it took nine months of practice.
“The game offers a, imaginary experience. If you play other games, it doesn't imply you should pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a successful tour before their hit was featured in the third game, but Li says it made them a household name. “I remember the record label informing us that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it has risked eclipsing all other the band has done. Last year, the track was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best promotion, be it for automobiles, apparel or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to make music, and they wanted to use technology to allow people to do it”.
The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, except for a short-lived revival in 2015.
Titles like the fan project and Fortnite Festival have kept the community active, and there’s expectations of something from the founders in development. A new studio has begun work on their first rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace another game in the spirit of the classic?
“We thought those games might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason for it to persist for future fans.”