It has been 20 years after the legendary game hit the market in North America, providing players everywhere the means to feel like rock legends. Figuratively speaking, but try telling that anyone who's mastered the epic lengthy instrumental break before a packed crowd of friends.
Created by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues moving along the screen in time with a song. Every sequence mimicked specific notes, producing the feel of a genuine live show.
The studio previously tried its hand in the music genre before partnering with the publisher, which was purchased by the gaming giant in 2006. Together, they laid the foundations for an unlikely massively profitable franchise that had a remarkable influence for many musicians featured, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the songs – even though the first two games mostly used rerecorded tracks.
“We rerecorded every song since the dollar figure was so high,” he says. “Even with the necessary permissions by themselves, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their children to the music they adored. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought classic rock back into vogue: “The game offered a larger, younger audience. Generally such music was considered outdated material, however when it was included in the game and teenagers discovered it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It provided our catalog a new life.”
In 2008, the band's debut album was still unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the band during their US tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.
Major Band Titles and Lasting Impact
Rock’s heavyweight names quickly capitalised on the series’ popularity, 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, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their records. It sold more than 500,000 copies upon release, while demand for their songs rose significantly at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism among its fans. Recently, a streamer completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is difficult even in the hardest setting, let alone performed at double speed and without missing a single one of its near 4,000 notes. The streamer claimed it took months of practice of practice.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and go to war,” says musician Herman Li.
DragonForce previously completed a successful tour when their hit was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label calling to tell me that our selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked overshadow all other accomplishments. Last year, the song featured in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “Should you just hear a single track, that's fine – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best promotion, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “The excitement of being a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and they wanted to use technology to allow people to participate”.
The majority of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Titles like Clone Hero and newer releases have maintained the scene alive, with set to be something from the founders on the way. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?
“We thought such titles could be similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”