Marking 20 years after Guitar Hero hit the market across the Atlantic, giving everyday gamers the tools to become a rock star. Figuratively speaking, but try telling that anyone who's nailed the epic four-minute guitar solo before a packed living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to match coloured notes moving along the screen in time with the music. Each riff mimicked specific notes, creating the feel of an authentic performance.
The studio had already experimented with rhythm games before partnering with the publisher, which was acquired by Activision during the mid-2000s. Together, they established the groundwork for a surprising massively profitable franchise that had a significant influence for many musicians included, showcasing decades-old groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, recalls the initial budgetary hurdles of licensing the recordings – even though initial releases mostly used cover versions.
“We reproduced all the music since the cost prohibitive,” he says. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, album purchases airtime increased, everyone wanted to be in.”
He continues: “One of the amazing things was the number of mothers and fathers reached out and thanked us for introducing their kids to the songs they adored. It became a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Irish group one featured act had Never Too Late in the 2008 release the popular installment. Lead musician the artist recalls how the series brought classic rock back into vogue: “Guitar Hero offered a bigger, younger audience. Generally such music was seen as outdated material, however when it was included in the game and teenagers were finding it, abruptly it was cool. This validated it, and got rid of the outdated label. It provided all our music renewed popularity.”
In 2008, the band's debut album remained unreleased in the US, so the game served as a primary platform of discovery for the band as they went on a North American tour supporting the rock giants. “The roadies were playing the song on the tour bus, and several knew us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Impact
Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their studio albums. It moved well over half a million units upon release, and demand for their songs saw an increase significantly during an era when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is difficult enough on the hardest setting, not to mention played at increased tempo and without missing every one of its near 4,000 notes. The streamer stated it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you should use a real gun and enlist,” notes musician Herman Li.
The band previously wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, 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 performed just before top acts on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it threatened to overshadow everything else accomplishments. Recently, the song was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – each person has their own path in music and I’m glad we played a role of people’s lives”.
The Lasting Legacy from the Iconic Controller
The best promotion, be it for cars, apparel or games, extends beyond mere transactions – it inspires a longing. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the co-founders believed humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out in just a half-decade between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments died down, except for a brief comeback in 2015.
Titles such as the fan project and newer releases have maintained the community active, and there’s set to be a new product from the founders on the way. A new studio has begun work on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles could be like Madden where you can update every year,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”