It has been 20 years since the legendary game first launched across the Atlantic, offering players everywhere the means to feel like rock legends. Not literally, though you'd be hard-pressed telling that someone who has mastered the epic lengthy instrumental break before a packed crowd of friends.
Developed by the developers, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen in time with the music. Each riff mimicked particular chords, creating the sensation of a genuine live show.
Harmonix had already tried its hand with rhythm games before partnering with RedOctane, which was acquired by Activision in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar series which made a significant influence for many of the artists featured, showcasing classic bands to millions of younger players.
A former executive, former COO of Harmonix, remembers the early financial challenges in securing the songs – despite the fact initial releases mostly used cover versions.
“We rerecorded all the music since the cost was so high,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when the game took off, and record sales airtime increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many mothers and fathers reached out expressing gratitude for introducing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Lead musician the artist recalls how the series revived classic rock to the forefront: “Guitar Hero provided a larger, younger audience. Generally such music was considered music that was past it, however once it got included in the game and teenagers were finding it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It gave our catalog renewed popularity.”
In 2008, the Answer’s first record remained not available stateside, meaning Guitar Hero served as a primary platform for exposure for the group as they went on US tour supporting AC/DC. “The roadies were playing the song on the tour bus, and several recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on their music collections and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the band more money compared to their records. It moved more than half a million copies in its first week, and sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. The song is challenging enough on the hardest setting, not to mention played at increased tempo and without missing every one of the thousands of cues. The streamer stated requiring 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 actual weapons and enlist,” says DragonForce guitarist Herman Li.
The band previously completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that our selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it threatened to overshadow all other accomplishments. Recently, the song featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best marketing, whether it’s for cars, clothes or video games, goes further than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and their goal was to use technology to enable everyone to do it”.
Most of Guitar Hero games came out in just a half-decade between 2005 and 2010, featuring spin-offs like DJ Hero, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Titles such as the fan project and Fortnite Festival have kept the community active, and there’s set to be something from the founders in development. A new studio has entered work on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to continue for future fans.”