It has been 20 years after the legendary game first launched across the Atlantic, providing everyday gamers the tools to become rock legends. Not in reality, but try convincing someone who has mastered Free Bird’s four-minute instrumental break before a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the screen in time with the music. Each riff corresponded to specific notes, producing the feel of a genuine live show.
The studio previously tried its hand in the music genre prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable franchise that had a significant impact for many of the artists featured, introducing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music since the cost was so high,” he says. “Even with 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 fairly certain it would fail. But once Guitar Hero became a hit, and record sales airtime increased, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their children to the songs they adored. It evolved into a multigenerational thing.”
Timeless Music Gains a New Audience
Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series brought classic rock back into vogue: “The game provided a larger, younger audience. Generally this had been considered outdated material, but then once it got featured on the title and teenagers discovered it, suddenly it was cool. That legitimised it, eliminating the outdated label. It gave all our music renewed popularity.”
In 2008, the band's first record remained not available in the US, meaning the game was a key medium of discovery for the band as they went on a North American tour supporting AC/DC. “The roadies were playing the song during travel, and several knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Influence
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their records. It moved more than half a million units upon release, and sales of their songs rose significantly during an era when the music business faced decline.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. The song is difficult even in the hardest setting, not to mention performed at double speed and without missing a single one of the thousands of cues. They claimed it took nine months to accomplish.
“The game is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to use a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band previously completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it has risked eclipsing all other accomplishments. Last year, the song featured in a trailer for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the creators believed humans have a natural 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 over a mere half-decade between 2005 and 2010, including spin-offs such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival in 2015.
Games such as the fan project and newer releases have maintained the scene active, and there’s expectations of a new product from the founders in development. A new studio has entered work on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome another game following Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual releases,” he remarks. “There’s so much new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”