Marking two decades after Guitar Hero debuted across the Atlantic, providing players everywhere the means to feel like a rock star. Not in reality, but try telling that someone who's nailed the epic four-minute instrumental break in front of a packed living-room audience.
Created by Harmonix, the game gave players a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to a song. Every sequence corresponded to specific notes, creating the feel of an authentic performance.
Harmonix had already tried its hand in the music genre before partnering with the publisher, later acquired by Activision during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable franchise that had a remarkable influence for many of the artists included, introducing decades-old bands to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the recordings – even though initial releases primarily featured rerecorded tracks.
“We reproduced all the music because the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game became a hit, album purchases and radio play were going up, all artists desired to be in.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their kids to the music they loved. It evolved into an intergenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band the Answer had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls how the series revived older hits to the forefront: “The game offered a larger, younger audience. Generally this had been seen as outdated material, however once it got included in the game and teenagers were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated label. It provided our catalog a new life.”
At that time, the band's debut album remained unreleased stateside, so the game served as a primary platform of discovery for the band as they went on a North American tour supporting the rock giants. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around their music collections and related lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said to have made the band more money than any of their studio albums. It sold more than half a million units in its first week, while demand for Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. This track is challenging even in expert mode, let alone played at increased tempo and without missing every one of its near 4,000 notes. The streamer stated requiring months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should use actual weapons and enlist,” says musician Herman Li.
DragonForce had already completed a profitable run before Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I remember the record label calling to tell me that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow everything else the band has done. Last year, the song featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got their own path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best marketing, be it for automobiles, apparel or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and their goal was to use technology to allow people to participate”.
Most installments were released in just a five-year period between 2005 and 2010, including derivative titles such as the DJ version, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.
Titles such as the fan project and Fortnite Festival have maintained the community active, with set to be a new product from the original publisher in development. Recently formed developers has entered work on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed those games might become like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue with new generations.”