It has been two decades after Guitar Hero debuted across the Atlantic, offering everyday gamers the tools to become rock legends. Not literally, though you'd be hard-pressed convincing someone who's mastered Free Bird’s four-minute instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the display synchronized to the music. Each riff mimicked particular chords, creating the feel of an authentic performance.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by Activision in 2006. Together, they established the foundations for an unlikely billion-dollar series that had a remarkable impact on numerous musicians included, showcasing classic groups to millions of gaming enthusiasts.
A former executive, former COO from the developer, recalls the initial budgetary hurdles of licensing the recordings – even though the first two games mostly used cover versions.
“We reproduced all the music since the cost was so high,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once the game became a hit, album purchases airtime increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was how many parents reached out and thanked us for introducing their kids to the music they loved. It became a multigenerational thing.”
Timeless Music Gains a New Audience
Irish group the Answer included their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series revived older hits to the forefront: “The game provided a bigger, new demographic. Generally such music was seen as music that was past it, however once it got featured on the game and teenagers were finding it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”
At that time, the Answer’s first record remained not available in the US, meaning the game was a key medium of discovery for the group during their a North American tour supporting the rock giants. “The roadies were playing the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It sold well over half a million copies in its first week, while sales of their songs rose significantly at a time when the music business faced decline.
Guitar Hero still motivates quick-handed dedication within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through 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 played at increased tempo while hitting a single one of the thousands of cues. They stated it took months of practice of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” says musician Herman Li.
DragonForce had already wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label informing us that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it has risked eclipsing all other accomplishments. Recently, the track was used in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy of a Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. From day one, the creators believed there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to do it”.
The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Titles like Clone Hero and newer releases have kept the community active, with set to be something from the original publisher in development. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”