It has been 20 years since Guitar Hero first launched in North America, providing players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who's mastered Free Bird’s four-minute instrumental break before a packed crowd of friends.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to the music. Every sequence corresponded to particular chords, creating the sensation of an authentic live show.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, later purchased by Activision in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable franchise that had a significant influence for many of the artists featured, showcasing classic groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – despite the fact initial releases primarily featured cover versions.
“We reproduced every song since the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, 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 the project would flop. But once Guitar Hero took off, album purchases airtime were going up, everyone wanted to participate.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their kids to the songs they loved. It became a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game revived classic rock to the forefront: “The game offered a bigger, new demographic. Generally this had been seen as music that was past it, however once it got featured on the game young people discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated label. It gave all our music renewed popularity.”
At that time, the Answer’s first record was still not available stateside, meaning Guitar Hero was a key medium of discovery for the group as they went on a North American tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band more money compared to their studio albums. It sold well over half a million units in its first week, while sales of Aerosmith’s music rose significantly during an era as the industry faced decline.
The series continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. The song is difficult enough on expert mode, let alone performed at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to pick up a real gun and enlist,” says DragonForce guitarist the artist.
The band had already wrapped up a profitable run before their hit appeared in the third game, yet he explains it turned them into a household name. “I recall our distributors informing us that our selling albums like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of top acts at the event.”
In fact, DragonForce’s exposure via the game was so immense that it risked eclipsing everything else the band has done. Last year, the track featured in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has their own musical journey and I’m glad we played a role in fans' experiences”.
Enduring Impact of a Iconic Controller
Top-tier promotion, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of being a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a brief comeback several years later.
Titles such as Clone Hero and newer releases have kept the community active, with set to be something from the original publisher on the way. Recently formed developers has entered work on their first music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games could be like Madden where you can update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain hopeful. There’s no reason for it to continue for future fans.”