Marking 20 years after Guitar Hero debuted across the Atlantic, offering everyday gamers the tools to become a rock star. Not in reality, but try convincing anyone who's mastered Free Bird’s lengthy guitar solo in front of a packed crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes moving along the screen in time with the music. Every sequence mimicked specific notes, creating the feel of a genuine live show.
The studio previously tried its hand in the music genre before partnering with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising billion-dollar franchise that had a significant impact for many of the artists included, introducing decades-old bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the recordings – even though the first two games primarily featured cover versions.
“We rerecorded all the music because the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero took off, and record sales and radio play were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their children to the music they loved. It became a multigenerational thing.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Guitarist the artist remembers how the series brought classic rock back into vogue: “The game provided a bigger, younger audience. Typically this had been seen as music that was past it, however once it got featured on the title and teenagers were finding it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the band's first record remained unreleased in the US, meaning Guitar Hero was a key medium of discovery for the group as they went on a North American tour opening for the rock giants. “Their crew had on Never Too Late during travel, and several recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their studio albums. It sold well over half a million copies in its first week, while sales of Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. This track is challenging even in the hardest setting, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up a real gun and enlist,” notes musician Herman Li.
DragonForce had already completed a successful tour when Through the Fire and Flames was featured 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 says. “It exploded on the subsequent tour, and we were playing right ahead of the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it has risked overshadow everything else accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. From day one, the co-founders believed humans have a natural urge to create songs, and they wanted to use technology to allow people to do it”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring derivative titles like the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.
Games like the fan project and newer releases have maintained the community active, and there’s set to be a new product from the founders on the way. A new studio has begun production on its debut music game. The initial creators are both involved as special advisers. Is the world ready to embrace another game following Guitar Hero?
“We thought such titles could be like Madden allowing annual update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”