It has been two decades since the legendary game debuted in North America, offering players everywhere the means to become a rock star. Not in reality, though you'd be hard-pressed convincing someone who has nailed the epic lengthy instrumental break in front of a packed crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the display in time with a song. Every sequence corresponded to particular chords, creating the sensation of an authentic live show.
The studio had already experimented in the music genre prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar series that had a significant impact for many of the artists included, introducing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges of licensing the songs – even though initial releases primarily featured cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero took off, and record sales and radio play increased, everyone wanted to participate.”
He adds: “One of the amazing things was the number of parents reached out expressing gratitude for introducing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Irish blues-rock band the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived older hits to the forefront: “The game offered a larger, younger audience. Typically such music was considered outdated material, however once it got included in the title young people discovered it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
At that time, the Answer’s debut album was still not available in the US, meaning the game was a key medium for exposure for the group during their a North American tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Influence
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue compared to their records. It sold more than 500,000 units upon release, and sales of Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of personalization features. This track is difficult enough on expert mode, let alone performed at double speed and without missing a single one of the thousands of cues. They claimed requiring months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, it doesn't imply you ought to pick up actual weapons and go to war,” notes DragonForce guitarist the artist.
The band had already wrapped up 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 remember our distributors calling to tell me that our selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”
Indeed, the band's visibility via the game was so immense that it risked overshadow everything else the band has done. Last year, the track featured in a trailer for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Legacy from the Iconic Controller
The best marketing, be it for automobiles, clothes or video games, goes further mere transactions – it evokes 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 rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, including derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.
Games such as the fan project and Fortnite Festival have maintained the scene alive, with set to be something from the original publisher on the way. A new studio has begun production on their first music game. The initial creators are participating as special advisers. Is the world prepared to welcome another game following Guitar Hero?
“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t continue for future fans.”