Marking two decades after the legendary game first launched in North America, offering everyday gamers the means to become rock legends. Not in reality, but try convincing someone who's nailed the epic lengthy guitar solo before an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the screen in time with the music. Each riff mimicked specific notes, creating the feel of an authentic performance.
The studio had already experimented in the music genre before partnering with the publisher, later acquired by Activision in 2006. Collaboratively, they established the foundations for a surprising billion-dollar franchise that had a remarkable impact on numerous of the artists featured, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the recordings – even though the first two games primarily featured cover versions.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero took off, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many parents reached out expressing gratitude for introducing their kids to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Gains a New Audience
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game brought older hits back into vogue: “Guitar Hero provided a bigger, younger audience. Generally such music was considered outdated material, but then once it got included in the game young people were finding it, suddenly it became trendy. This validated the genre, eliminating the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the band's first record remained not available in the US, so the game was a key medium of discovery for the band during their a North American tour supporting the rock giants. “The roadies were playing the song during travel, and several recognized us from Guitar Hero,” 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 others starring in specialized game editions that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group greater revenue than any of their studio albums. It sold more than 500,000 copies upon release, while demand for Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero still motivates quick-handed dedication within the community. Recently, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of customisation options. The song is difficult enough on expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. They claimed it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you ought to use a real gun and enlist,” says DragonForce guitarist the artist.
The band previously completed a profitable run when Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I recall our distributors informing us that we were records were moving like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it has risked eclipsing all other accomplishments. Recently, the song featured in promotional material for a major film. “Previously I felt differently, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact of a Iconic Controller
The best promotion, be it for cars, apparel or games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the creators believed there’s an instinctive human desire to create songs, and they wanted to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including spin-offs like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.
Games such as Clone Hero and newer releases have kept the scene alive, and there’s set to be something from the original publisher in development. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed those games could be like Madden allowing annual releases,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”