Marking two decades after Guitar Hero hit the market in North America, offering everyday gamers the tools to feel like rock legends. Not literally, but try convincing someone who's nailed Free Bird’s four-minute guitar solo before a packed living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to the music. Each riff corresponded to specific notes, producing the sensation of a genuine live show.
Harmonix had already experimented with rhythm games before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising billion-dollar series which made a remarkable influence for many musicians featured, showcasing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the recordings – despite the fact the first two games primarily featured cover versions.
“We rerecorded all the music since the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game became a hit, and record sales and radio play increased, everyone wanted to be in.”
He adds: “Among the amazing things was how many mothers and fathers reached out and thanked us for exposing their children to the songs they loved. It evolved into a multigenerational thing.”
Classic Rock Finds a New Audience
Irish blues-rock band one featured act had Never Too Late in the 2008 release the popular installment. Lead musician the artist recalls the way the game brought classic rock to the forefront: “The game provided a larger, new demographic. Generally such music was seen as outdated material, but then when it was included in the game young people were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the band's debut album was still not available stateside, meaning Guitar Hero was a key medium for exposure for the group during their US tour supporting the rock giants. “Their crew had on Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around their music collections and related lore, imagery and legendary status. In the case of, the Aerosmith edition, reportedly to have made the group more money compared to their records. It sold more than half a million units in its first week, while sales of their songs saw an increase of up to 40% at a time as the industry was already collapsing.
Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, an online personality achieved an impressive attempt featuring the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is challenging even in expert mode, let alone performed at double speed and without missing every one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you should use a real gun and go to war,” notes musician Herman Li.
The band previously completed a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it turned them into widely recognized. “I remember our distributors calling to tell me that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Recently, the track featured in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, that's fine – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for cars, apparel or video games, extends beyond mere transactions – it inspires a longing. Was the game able to harness this? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and their goal was to leverage innovation to allow people to do it”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Titles such as Clone Hero and Fortnite Festival have maintained the community active, and there’s expectations of something from the founders on the way. A new studio has entered work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry following the classic?
“Our team believed those games might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. There’s no reason why it can’t persist with new generations.”