Marking two decades since Guitar Hero debuted in North America, offering players everywhere the opportunity to feel like a rock star. Not literally, but try convincing anyone who's nailed Free Bird’s lengthy instrumental break before a packed crowd of friends.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the display in time with a song. Each riff mimicked specific notes, producing the sensation of an authentic performance.
The studio had already experimented with rhythm games before partnering with RedOctane, later purchased by Activision in 2006. Together, they established the foundations for an unlikely massively profitable franchise that had a significant influence for many of the artists included, showcasing classic bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles of licensing the songs – even though initial releases primarily featured cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to be in.”
He adds: “Among the amazing things was how many mothers and fathers reached out and thanked us for exposing their kids to the songs they adored. It became a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Irish group the Answer had their track on the 2008 game the popular installment. Lead musician the artist remembers how the series brought classic rock to the forefront: “The game offered a bigger, new demographic. Generally such music was seen as outdated material, however when it was featured on the game young people were finding it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the Answer’s debut album remained not available in the US, meaning the game served as a primary platform of discovery for the group during their US tour opening for AC/DC. “The roadies were playing the song during travel, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money than any of their studio albums. It sold more than half a million units upon release, and sales of Aerosmith’s music saw an increase of up to 40% at a time as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. The song is difficult enough on expert mode, let alone played at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you should use a real gun and enlist,” notes musician Herman Li.
The band had already wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing everything else accomplishments. Recently, the track was used in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “Should you just listen to a single track, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy from the Iconic Controller
Top-tier promotion, be it for cars, apparel or games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the creators felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Titles like the fan project and newer releases have maintained the community active, with set to be a new product from the original publisher on the way. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game following the classic?
“Our team believed those games could be similar to sports games where you can update every year,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”