It has been 20 years since the legendary game debuted in North America, offering everyday gamers the opportunity to feel like a rock star. Not in reality, though you'd be hard-pressed telling that someone who's mastered Free Bird’s four-minute instrumental break in front of 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 in time with a song. Each riff corresponded to specific notes, producing the feel of a genuine performance.
The studio had already experimented with rhythm games before partnering with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar series which made a significant influence for many of the artists included, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles in securing the recordings – even though the first two games primarily featured cover versions.
“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it proved extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and we were fairly certain it would fail. But once the game took off, and record sales and radio play were going up, everyone wanted to be in.”
He continues: “Among the amazing things was the number of mothers and fathers reached out and thanked us for exposing their kids to the songs they loved. It became an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series brought older hits back into vogue: “The game provided a bigger, new demographic. Typically such music was considered music that was past it, however once it got featured on the title and teenagers were finding it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
In 2008, the band's debut album remained not available in the US, so Guitar Hero was a key medium for exposure for the band during their a North American tour supporting AC/DC. “Their crew had on the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their studio albums. It sold more than half a million units upon release, and sales of Aerosmith’s music saw an increase significantly during an era as the industry faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, 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 almost identical mechanics and extensive personalization features. The song is challenging even in expert mode, let alone performed at increased tempo while hitting every one of the thousands of cues. The streamer stated it took months of practice of practice.
“Guitar Hero offers a, fantasy thing. Just as with other games, it doesn't imply you should use a real gun and go to war,” says musician Herman Li.
DragonForce previously completed a profitable run when their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label informing us that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it threatened to overshadow all other the band has done. Last year, the track was used in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy from the Plastic Guitar
Top-tier marketing, be it for cars, apparel or games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
Most installments were released over a mere half-decade from 2005 to 2010, featuring spin-offs like the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, except for a brief comeback several years later.
Titles like Clone Hero and Fortnite Festival have maintained the scene active, and there’s expectations of something from the original publisher in development. Recently formed developers has entered work on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace another game in the spirit of the classic?
“Our team believed those games might become like Madden where you can releases,” he remarks. “With abundant new music that it could be evergreen, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”