It has been 20 years since Guitar Hero first launched across the Atlantic, giving everyday gamers the means to become a rock star. Not literally, though you'd be hard-pressed telling that someone who has nailed Free Bird’s four-minute guitar solo in front of a packed crowd of friends.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display in time with a song. Each riff mimicked particular chords, producing the sensation of an authentic live show.
The studio had already tried its hand with rhythm games before partnering with RedOctane, later acquired by Activision in 2006. Together, they established the foundations for an unlikely massively profitable series which made a significant impact on numerous musicians included, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the recordings – even though the first two games primarily featured cover versions.
“We reproduced all the music because the cost prohibitive,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero took off, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for exposing their kids to the songs they loved. It became a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish group the Answer included their track in the 2008 release the popular installment. Guitarist the artist remembers how the series brought classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Typically this had been seen as outdated material, however once it got featured on the game young people discovered it, abruptly it became trendy. This validated it, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”
At that time, the band's first record was still unreleased in the US, so the game served as a primary platform 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 knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the group more money compared to their records. It moved well over 500,000 units upon release, and sales of their songs rose of up to 40% at a time as the industry faced decline.
The series continues to inspire nimble-fingered fanaticism among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. This track is challenging even in expert mode, not to mention performed at double speed and without missing every one of its near 4,000 notes. The streamer claimed it took months of practice of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run when their hit appeared in the third game, yet he explains it made them widely recognized. “I recall our distributors calling to tell me that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it risked eclipsing everything else the band has done. Last year, the track featured in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – each person has their own path in music and I’m glad we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, clothes or games, goes further than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and their goal was to use technology to allow people to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including spin-offs like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have kept the community alive, with set to be something from the original publisher on the way. A new studio has entered work on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“We thought those games could be similar to sports games where you can releases,” he remarks. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible for it to continue for future fans.”