Marking two decades since the legendary game hit the market across the Atlantic, giving everyday gamers the opportunity to feel like a rock star. Not literally, but try convincing anyone who has nailed Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the display synchronized to the music. Each riff mimicked specific notes, creating the sensation of a genuine live show.
Harmonix previously experimented with rhythm games before partnering with RedOctane, which was acquired by Activision in 2006. Together, they established the groundwork for a surprising massively profitable series that had a remarkable influence on numerous of the artists featured, showcasing decades-old groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early financial challenges in securing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it proved extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when the game became a hit, album purchases airtime increased, all artists desired to participate.”
He continues: “Among the amazing things was how many mothers and fathers got in touch and thanked us for introducing their kids to the music they loved. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers the way the game brought classic rock to the forefront: “The game provided a larger, new demographic. Generally such music was considered outdated material, however when it was featured on the game young people were finding it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the Answer’s first record remained unreleased stateside, meaning the game was a key medium of discovery for the band during their a North American tour supporting the rock giants. “Their crew had on Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Influence
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the band more money compared to their records. It moved well over half a million copies in its first week, and sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. The song is challenging enough on expert mode, not to mention played at double speed and without missing a single one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to use actual weapons and go to war,” says DragonForce guitarist Herman Li.
The band had already completed a successful tour before their hit appeared in the third game, but Li says it made them a household name. “I recall our distributors informing us that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed just before top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing everything else the band has done. Recently, the track featured in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, be it for automobiles, clothes or video games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the creators believed there’s an instinctive 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 five-year period from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments died down, aside from a short-lived revival several years later.
Titles such as the fan project and Fortnite Festival have kept the community active, with expectations of a new product from the founders in development. A new studio has begun production on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry following the classic?
“We thought those games might become similar to sports games allowing annual releases,” he remarks. “With abundant new music it could remain perennially popular, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”