It has been 20 years after Guitar Hero debuted in North America, giving players everywhere the means to feel like rock legends. Not in reality, but try convincing someone who has mastered Free Bird’s four-minute guitar solo before an enthusiastic living-room audience.
Created by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues moving along the display synchronized to a song. Each riff corresponded to particular chords, producing the sensation of a genuine live show.
The studio previously experimented with rhythm games prior to teaming up with the publisher, later purchased by Activision in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable series that had a significant influence for many musicians included, introducing classic bands to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, remembers the initial financial challenges of licensing the songs – even though initial releases mostly used cover versions.
“We reproduced all the music since the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, album purchases airtime were going up, all artists desired to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for exposing their children to the songs they adored. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish group the Answer had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived older hits back into vogue: “Guitar Hero offered a larger, younger audience. Typically such music was seen as outdated material, however when it was included in the game young people discovered it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album was still unreleased stateside, meaning the game served as a primary platform of discovery for the group as they went on a North American tour opening for the rock giants. “The roadies were playing the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their studio albums. It sold more than 500,000 copies in its first week, and sales of their songs saw an increase significantly during an era as the industry faced decline.
The series still motivates quick-handed fanaticism among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. This track is difficult enough on the hardest setting, let alone played at double speed and without missing every one of its near 4,000 notes. The streamer stated it took months of practice of practice.
“The game is a fun, fantasy thing. Just as with other games, that doesn’t mean you should pick up a real gun and enlist,” says musician the artist.
DragonForce previously wrapped up a profitable run when their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label informing us that we were selling albums like crazy,” he says. “It exploded when we next toured, and we performed just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow everything else accomplishments. Recently, the track was used in a trailer for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best marketing, be it for automobiles, apparel or games, goes further mere transactions – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star on the stage. Since the beginning, the creators believed humans have a natural urge to make music, and they wanted 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, including spin-offs like the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.
Games such as Clone Hero and Fortnite Festival have kept the community active, with set to be a new product from the original publisher in development. Recently formed developers has begun work on its debut music game. The initial creators are both involved in advisory roles. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought such titles might become similar to sports games where you can update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”