Marking two decades after the legendary game debuted across the Atlantic, providing players everywhere the opportunity to become a rock star. Figuratively speaking, but try convincing someone who's mastered the epic four-minute guitar solo before an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the screen in time with a song. Each riff mimicked specific notes, creating the feel of an authentic performance.
The studio previously tried its hand with rhythm games before partnering with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the foundations for an unlikely massively profitable series which made a remarkable influence on numerous of the artists included, introducing decades-old bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the songs – even though the first two games primarily featured cover versions.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Despite having the necessary permissions by themselves, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero became a hit, album purchases airtime increased, all artists desired to be in.”
He adds: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived classic rock back into vogue: “The game offered a larger, younger audience. Generally this had been considered music that was past it, however when it was featured on the game and teenagers were finding it, abruptly it became trendy. This validated the genre, and got rid of the outdated label. It gave our catalog renewed popularity.”
In 2008, the Answer’s first record was still unreleased stateside, so the game was a key medium of discovery for the group as they went on US tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles centered around their music collections and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the group greater revenue than any of their studio albums. It sold more than half a million units upon release, while demand for Aerosmith’s music saw an increase of up to 40% at a time as the industry was already collapsing.
The series still motivates nimble-fingered fanaticism within the community. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is challenging even in expert mode, not to mention played at double speed and without missing every one of its near 4,000 notes. They claimed it took months of practice of practice.
“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you ought to pick up actual weapons and go to war,” says musician Herman Li.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I remember our distributors informing us that our records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow everything else the band has done. Recently, the track featured in a trailer for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has their own musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
Top-tier promotion, whether it’s for automobiles, apparel or games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the co-founders believed humans have a natural human desire to create songs, and they wanted to use technology to allow people to do it”.
Most installments were released in just a half-decade between 2005 and 2010, including spin-offs like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Titles such as the fan project and newer releases have kept the scene alive, with expectations of something from the original publisher on the way. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“Our team believed such titles could be like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”