It has been two decades since Guitar Hero first launched across the Atlantic, providing everyday gamers the means to become rock legends. Not literally, though you'd be hard-pressed convincing someone who's nailed the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the screen in time with the music. Each riff corresponded to particular chords, creating the sensation of an authentic live show.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable series which made a significant influence for many of the artists featured, introducing decades-old groups to millions of gaming enthusiasts.
A former executive, former COO from the developer, recalls the initial budgetary hurdles in securing the songs – even though the first two games primarily featured cover versions.
“We reproduced every song because the cost prohibitive,” he says. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game took off, album purchases and radio play were going up, everyone wanted to be in.”
He adds: “One of the remarkable aspects was how many parents reached out and thanked us for exposing their kids to the songs they loved. It became a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “The game provided a bigger, younger audience. Typically this had been seen as music that was past it, but then once it got featured on the title young people were finding it, suddenly it became trendy. This validated it, eliminating the outdated label. It gave our catalog renewed popularity.”
At that time, the band's debut album remained not available stateside, so the game was a key medium of discovery for the group as they went on a North American tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Impact
Rock’s biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions centered around each band’s catalogue and associated stories, visuals and legendary status. In the case of, the Aerosmith edition, it was said to have made the group more money compared to their records. It sold well over 500,000 units upon release, and sales of Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. The song is difficult even in expert mode, not to mention performed at double speed while hitting a single one of the thousands of cues. They stated it took months of practice of practice.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and enlist,” says DragonForce guitarist 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 made them widely recognized. “I remember the record label calling to tell me that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has risked eclipsing all other accomplishments. Last year, the song was used in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Iconic Controller
The best promotion, be it for automobiles, apparel or video games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what we were trying to create,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to participate”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals died down, except for a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have kept the community active, and there’s set to be something from the original publisher on the way. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?
“Our team believed those games might become like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to continue with new generations.”