Marking 20 years after Guitar Hero first launched across the Atlantic, giving everyday gamers the means to become rock legends. Not in reality, though you'd be hard-pressed telling that someone who has nailed the epic four-minute instrumental break in front of a packed living-room audience.
Developed by the developers, the game provided users with a guitar-shaped controller to match coloured notes scrolling down the display synchronized to a song. Every sequence mimicked specific notes, creating the sensation of an authentic performance.
Harmonix previously experimented with rhythm games before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for a surprising billion-dollar series which made a remarkable impact for many of the artists featured, introducing decades-old bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded every song since the cost prohibitive,” he explains. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when the game became a hit, album purchases and radio play were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their children to the songs they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series revived classic rock to the forefront: “The game offered a larger, new demographic. Typically such music was seen as outdated material, however once it got featured on the title young people were finding it, suddenly it was cool. That legitimised the genre, eliminating the outdated tag. It gave all our music renewed popularity.”
At that time, the Answer’s first record remained unreleased stateside, meaning the game served as a primary platform of discovery for the band as they went on US tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on their music collections and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their studio albums. It sold well over half a million units upon release, while sales of Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. This track is challenging enough on the hardest setting, not to mention played at increased tempo and without missing every one of the thousands of cues. The streamer stated requiring nine months to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you should use actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce previously completed a profitable run before their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors informing us that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it risked overshadow everything else the band has done. Recently, the song was used in a trailer for a major film. “Previously I thought differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the co-founders believed humans have a natural urge to make music, and they wanted to leverage innovation to allow people to participate”.
Most installments were released over a mere half-decade from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, aside from a short-lived revival in 2015.
Games such as Clone Hero and Fortnite Festival have kept the community alive, and there’s set to be a new product from the original publisher in development. A new studio has entered production on their first music game. Original co-founders are both involved in advisory roles. Are gamers ready to embrace another game following Guitar Hero?
“Our team believed such titles might become similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. There’s no reason for it to continue for future fans.”