Marking 20 years since Guitar Hero debuted in North America, offering everyday gamers the means to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s four-minute guitar solo before a packed crowd of friends.
Created by the developers, the game provided users with a guitar-shaped controller to match coloured notes moving along the display in time with a song. Every sequence mimicked particular chords, creating the feel of an authentic performance.
Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar series which made a significant influence for many of the artists included, introducing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the songs – even though initial releases primarily featured cover versions.
“We reproduced every song since the dollar figure was so high,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. But once the game took off, and record sales and radio play were going up, everyone wanted to be in.”
He adds: “One of the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their kids to the songs they adored. It became a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish blues-rock band the Answer had their track in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series revived older hits back into vogue: “The game offered a larger, younger audience. Generally such music was considered music that was past it, but then when it was included in the game young people were finding it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”
In 2008, the Answer’s first record was still not available stateside, meaning Guitar Hero was a key medium for exposure for the group as they went on US tour opening for AC/DC. “Their crew had on the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Impact
Rock’s biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue than any of their studio albums. It sold more than 500,000 units in its first week, and demand for Aerosmith’s music rose of up to 40% at a time as the industry faced decline.
The series still motivates nimble-fingered dedication 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 the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. The song is difficult even in expert mode, not to mention played at increased tempo while hitting a single one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you should use actual weapons and enlist,” says musician Herman Li.
The band previously wrapped up a successful tour before their hit appeared in the third game, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing all other the band has done. Recently, the song featured in a trailer for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – everyone’s got their own musical journey and I’m glad we played a role of people’s lives”.
Enduring Impact of a Plastic Guitar
The best promotion, be it for automobiles, apparel or video games, extends beyond than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to do it”.
The majority installments were released in just a half-decade from 2005 to 2010, including spin-offs such as the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, except for a short-lived revival several years later.
Titles such as Clone Hero and Fortnite Festival have kept the scene active, and there’s set to be a new product from the original publisher in development. Recently formed developers has begun production on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought such titles could be like Madden allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”