It has been 20 years since Guitar Hero first launched across the Atlantic, providing everyday gamers the tools to become a rock star. Not in reality, though you'd be hard-pressed convincing anyone who has nailed the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by the developers, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with a song. Each riff corresponded to specific notes, producing the sensation of an authentic live show.
The studio previously experimented in the music genre before partnering with RedOctane, which was acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar series which made a remarkable impact for many of the artists included, showcasing classic bands to millions of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the songs – even though initial releases mostly used cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once the game took off, album purchases and radio play were going up, all artists desired to participate.”
He continues: “Among the remarkable aspects was how many parents reached out and thanked us for exposing their kids to the songs they adored. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game brought classic rock to the forefront: “The game provided a bigger, younger audience. Typically this had been seen as music that was past it, however when it was included in the game young people were finding it, abruptly it became trendy. This validated the genre, eliminating the ‘dad rock’ tag. It gave our catalog renewed popularity.”
At that time, the band's first record was still not available stateside, meaning the game served as a primary platform of discovery for the group during their a North American tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Major Band Titles Enduring Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their records. It sold well over 500,000 copies upon release, and demand for their songs saw an increase significantly at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is difficult enough on the hardest setting, not to mention performed at double speed and without missing every one of its near 4,000 notes. They stated requiring nine months to accomplish.
“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you should pick up a real gun and go to war,” says DragonForce guitarist the artist.
DragonForce previously completed a successful tour before their hit was featured in the third game, yet he explains it turned them into a household name. “I recall the record label calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it risked overshadow all other accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “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 – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Plastic Guitar
Top-tier promotion, whether it’s for cars, clothes or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, including spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus on peripherals died down, aside from a short-lived revival in 2015.
Titles like the fan project and Fortnite Festival have maintained the community active, and there’s expectations of a new product from the original publisher in development. Recently formed developers has entered work on their first music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game 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 new music it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”