It has been 20 years since Guitar Hero first launched across the Atlantic, giving players everywhere the tools to feel like rock legends. Not literally, though you'd be hard-pressed telling that anyone who's nailed the epic lengthy instrumental break before a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the screen synchronized to a song. Every sequence mimicked particular chords, creating the feel of a genuine live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar franchise that had a significant impact for many of the artists featured, introducing decades-old bands to a new generation of younger players.
A former executive, former COO from the developer, recalls the early budgetary hurdles in securing the recordings – even though initial releases mostly used cover versions.
“We rerecorded all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was pretty convinced it would fail. However, when the game became a hit, and record sales airtime were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their children to the songs they adored. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived older hits back into vogue: “The game offered a larger, younger audience. Generally this had been seen as music that was past it, however when it was included in the title young people discovered it, suddenly it became trendy. This validated it, and got rid of the outdated tag. It provided all our music renewed popularity.”
In 2008, the band's first record was still unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the group as they went on US tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and several knew us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Impact
Rock’s biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and related stories, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the group greater revenue than any of their studio albums. It moved well over half a million copies upon release, and demand for their songs saw an increase significantly during an era as the industry faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of personalization features. The song is challenging even in expert mode, not to mention performed at increased tempo and without missing a single one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“Guitar Hero offers a, fantasy thing. If you play other games, that doesn’t mean you ought to use a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously completed a successful tour when their hit appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors calling to tell me that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we were playing just before top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it risked eclipsing everything else the band has done. Recently, the song was used in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we played a role in fans' experiences”.
Enduring Legacy of a Plastic Guitar
Top-tier promotion, whether it’s for cars, clothes or games, goes further than selling something – it inspires a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the creators believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
Most installments were released in just a five-year period from 2005 to 2010, including derivative titles like DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have kept the scene active, with set to be a new product from the original publisher on the way. A new studio has begun work on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed those games might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible for it to continue with new generations.”