It has been 20 years after the legendary game first launched in North America, giving players everywhere the tools to feel like rock legends. Not literally, but try telling that someone who's nailed the epic four-minute instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the display synchronized to the music. Each riff mimicked specific notes, producing the sensation of an authentic live show.
The studio had already experimented in the music genre before partnering with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the groundwork for an unlikely billion-dollar series that had a significant influence for many musicians featured, showcasing decades-old bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges of licensing the recordings – despite the fact initial releases primarily featured cover versions.
“We rerecorded all the music since the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and we were fairly certain it would fail. However, when the game became a hit, and record sales and radio play were going up, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of parents reached out expressing gratitude for introducing their kids to the music they adored. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock back into vogue: “Guitar Hero offered a bigger, younger audience. Typically such music was considered outdated material, however when it was included in the game young people discovered it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
At that time, the Answer’s first record was still unreleased stateside, so the game served as a primary platform of discovery for the group as they went on a North American tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money than any of their records. It sold more than half a million copies upon release, and demand for Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive personalization features. This track is difficult even in expert mode, not to mention performed at double speed and without missing every one of the thousands of cues. They stated it took nine months to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” notes DragonForce guitarist the artist.
DragonForce had already completed a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I remember the record label informing us that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.”
Indeed, the band's visibility via the game proved so vast that it threatened to overshadow everything else accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – 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
The best marketing, be it for automobiles, clothes or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, including spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, aside from a brief comeback several years later.
Games such as Clone Hero and newer releases have maintained the scene active, and there’s set to be something from the original publisher on the way. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to persist with new generations.”