It has been two decades since the legendary game debuted in North America, offering everyday gamers the opportunity to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s four-minute instrumental break before a packed living-room audience.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to a song. Every sequence mimicked particular chords, producing the feel of an authentic performance.
The studio had already tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series that had a remarkable influence on numerous musicians included, showcasing decades-old bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the recordings – even though the first two games mostly used rerecorded tracks.
“We rerecorded every song since the cost prohibitive,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once Guitar Hero took off, album purchases and radio play were going up, all artists desired to participate.”
He adds: “One of the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their children to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band the Answer had their track in the 2008 release the popular installment. Lead musician the artist recalls how the series revived older hits back into vogue: “The game offered a larger, younger audience. Typically this had been considered outdated material, however when it was included in the title and teenagers were finding it, abruptly it became trendy. That legitimised it, and got rid of the outdated label. It provided all our music a new life.”
At that time, the band's debut album 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. “The roadies were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Major Band Titles and Lasting Influence
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their records. It moved well over half a million units in its first week, and demand for Aerosmith’s music saw an increase of up to 40% during an era as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is challenging enough on the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They stated requiring nine months 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,” says DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run before their hit was featured on Guitar Hero III, but Li says it made them a household name. “I recall our distributors informing us that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it risked overshadow everything else accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “Should you just hear a single track, it’s totally cool – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
Top-tier marketing, whether it’s for cars, apparel or games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon on the stage. From day one, the creators believed humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus on peripherals died down, aside from a brief comeback in 2015.
Titles like the fan project and Fortnite Festival have kept the community active, and there’s set to be a new product from the founders on the way. Recently formed developers has begun production on their first rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games could be similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”