It has been two decades since the legendary game debuted across the Atlantic, offering players everywhere the means to feel like a rock star. Not in reality, though you'd be hard-pressed convincing anyone who's mastered the epic lengthy guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to the music. Every sequence mimicked specific notes, creating the sensation of an authentic live show.
Harmonix had already experimented in the music genre before partnering with RedOctane, which was purchased by Activision in 2006. Collaboratively, they established the foundations for a surprising massively profitable franchise that had a significant impact on numerous of the artists featured, introducing classic groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, recalls the initial financial challenges of licensing the recordings – even though initial releases mostly used cover versions.
“We rerecorded all the music since the cost prohibitive,” he says. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to participate.”
He continues: “Among the amazing things was how many parents got in touch and thanked us for exposing their children to the songs they loved. It became an intergenerational thing.”
Timeless Music Gains a New Audience
Irish group the Answer included Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls how the series brought classic rock back into vogue: “The game offered a bigger, younger audience. Generally this had been seen as music that was past it, however once it got included in the title and teenagers were finding it, abruptly it was cool. That legitimised the genre, eliminating the outdated label. It gave our catalog renewed popularity.”
At that time, the Answer’s first record remained not available stateside, meaning the game was a key medium of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies had on the song during travel, and some of them recognized us thanks to the game,” Mahon says.
Major Band Titles and Lasting Influence
Music's biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around each band’s catalogue and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their records. It moved well over half a million units in its first week, while demand for Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. This track is difficult even in the hardest setting, let alone performed at double speed while hitting a single one of the thousands of cues. They claimed it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you should pick up actual weapons and go to war,” notes musician the artist.
The band previously wrapped up a profitable run when their hit was featured in the third game, yet he explains it made them a household name. “I recall our distributors informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing all other accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “Previously I felt differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, be it for automobiles, apparel or games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural urge to make music, and their goal was to leverage innovation to allow people to participate”.
The majority installments came out in just a five-year period between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the scene active, with set to be a new product from the original publisher in development. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”