Marking two decades since Guitar Hero debuted in North America, offering everyday gamers the tools to become rock legends. Figuratively speaking, but try convincing anyone who's mastered the epic lengthy guitar solo before an enthusiastic crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the display in time with the music. Every sequence mimicked particular chords, creating the feel of a genuine live show.
The studio had already experimented with rhythm games before partnering with RedOctane, which was purchased by Activision in 2006. Collaboratively, they established the groundwork for a surprising massively profitable franchise that had a significant impact on numerous of the artists featured, introducing decades-old groups to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the early budgetary hurdles of licensing the recordings – even though initial releases mostly used cover versions.
“We rerecorded every song since the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero took off, album purchases and radio play were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was the number of parents got in touch and thanked us for introducing their kids to the music they adored. It became a multigenerational thing.”
Classic Rock Gains a New Audience
Northern Irish group one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Generally such music was seen as outdated material, but then once it got included in the title and teenagers were finding it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album remained unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the group during their US tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and several knew us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Impact
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their studio albums. It moved well over 500,000 copies in its first week, while sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry was already collapsing.
Guitar Hero still motivates quick-handed fanaticism among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is difficult even in expert mode, let alone played at double speed while hitting every one of the thousands of cues. The streamer stated requiring months of practice of practice.
“Guitar Hero is a fun, fantasy thing. Just as with other games, that doesn’t mean you should pick up actual weapons and go to war,” notes musician Herman Li.
The band had already completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I recall our distributors informing us that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Impact of a Iconic Controller
The best promotion, be it for automobiles, apparel or video games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a music icon on the stage. From day one, the co-founders believed humans have a natural human desire to make music, and they wanted to use technology to allow people to do it”.
The majority of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have kept the community alive, with set to be something from the original publisher in development. Recently formed developers has begun work on their first rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles might become like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”