Marking two decades after Guitar Hero debuted across the Atlantic, offering everyday gamers the means to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who has mastered Free Bird’s four-minute guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to a song. Each riff corresponded to particular chords, producing the feel of an authentic live show.
The studio had already experimented in the music genre before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Together, they established the foundations for an unlikely billion-dollar franchise which made a significant influence on numerous musicians included, introducing classic groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, remembers the initial financial challenges of licensing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded all the music because the cost prohibitive,” he explains. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. However, when Guitar Hero took off, album purchases and radio play increased, everyone wanted to be in.”
He continues: “Among the amazing things was how many parents reached out and thanked us for introducing their kids to the music they adored. It became an intergenerational thing.”
Timeless Music Gains a New Audience
Irish group the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “The game offered a larger, younger audience. Typically this had been seen as outdated material, but then when it was included in the title young people were finding it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”
At that time, the band's debut album remained not available stateside, meaning the game was a key medium for exposure for the band during their US tour opening for AC/DC. “Their crew had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the group more money compared to their records. It sold well over half a million units in its first week, while sales of Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. The song is difficult even in the hardest setting, let alone performed at double speed while hitting a single one of the thousands of cues. They stated it took months of practice to accomplish.
“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you should pick up a real gun and enlist,” says musician Herman Li.
The band previously wrapped up a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
Indeed, the band's visibility via the game was so immense that it has threatened to eclipsing everything else the band has done. Recently, the track featured in promotional material for a major film. “Previously I felt differently, but now I accept it,” he admits. “Should you just hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Iconic Controller
Top-tier marketing, be it for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of being a music icon in the spotlight. From day one, the creators believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have maintained the community active, and there’s set to be something from the founders on the way. A new studio has begun production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace another game following Guitar Hero?
“We thought such titles could be similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain optimistic. There’s no reason for it to persist for future fans.”