It has been two decades since Guitar Hero first launched across the Atlantic, providing players everywhere the tools to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who's mastered Free Bird’s lengthy guitar solo in front of a packed crowd of friends.
Developed by the developers, the game gave players a guitar-shaped controller to follow coloured notes moving along the screen synchronized to a song. Every sequence corresponded to specific notes, creating the feel of an authentic live show.
The studio had already experimented in the music genre prior to teaming up with RedOctane, which was purchased by Activision in 2006. Collaboratively, they established the groundwork for a surprising massively profitable franchise that had a significant influence on numerous of the artists included, showcasing classic bands to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the initial financial challenges of licensing the recordings – even though the first two games primarily featured cover versions.
“We reproduced every song since the dollar figure was so high,” he says. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero took off, and record sales and radio play increased, all artists desired to participate.”
He continues: “One of the remarkable aspects was how many parents got in touch and thanked us for exposing their children to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game brought classic rock to the forefront: “Guitar Hero provided a larger, younger audience. Typically such music was seen as outdated material, however when it was featured on the game young people discovered it, suddenly it was cool. This validated the genre, and got rid of the outdated label. It provided our catalog a new life.”
In 2008, the band's debut album remained unreleased in the US, meaning Guitar Hero was a key medium for exposure for the group as they went on a North American tour opening for AC/DC. “Their crew had on the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and associated lore, visuals and legendary status. For example, the Aerosmith edition, reportedly to have made the band greater revenue than any of their studio albums. It moved well over 500,000 units in its first week, while demand for Aerosmith’s music rose of up to 40% at a time as the industry faced decline.
The series continues to inspire quick-handed dedication within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. The song is difficult even in the hardest setting, let alone performed at increased tempo and without missing every one of its near 4,000 notes. They stated it took nine months of practice.
“Guitar Hero offers a, fantasy thing. If you play other games, it doesn't imply you should pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
The band had already completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors informing us that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it has threatened to eclipsing all other accomplishments. Last year, the track was used in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to a single track, that's fine – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier marketing, be it for cars, clothes or video games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural human desire to make music, and their goal was to use technology to enable everyone to do it”.
Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, including derivative titles like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival in 2015.
Titles such as Clone Hero and Fortnite Festival have maintained the scene alive, with expectations of something from the founders on the way. Recently formed developers has begun work on their first music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed such titles could be like Madden allowing annual update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”