It has been two decades since Guitar Hero hit the market across the Atlantic, providing players everywhere the opportunity to feel like a rock star. Not literally, but try convincing someone who has nailed the epic lengthy guitar solo in front of a packed crowd of friends.
Developed by the developers, the game gave players a plastic guitar peripheral to follow coloured notes moving along the display in time with a song. Each riff corresponded to particular chords, producing the sensation of an authentic performance.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by Activision during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable series which made a remarkable impact on numerous musicians included, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the songs – even though the first two games mostly used rerecorded tracks.
“We reproduced every song because the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get bands like the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when the game became a hit, and record sales and radio play were going up, all artists desired to participate.”
He continues: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for exposing their children to the songs they adored. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series brought classic rock back into vogue: “Guitar Hero offered a larger, new demographic. Typically this had been considered music that was past it, but then once it got featured on the game young people discovered it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It provided our catalog renewed popularity.”
At that time, the Answer’s debut album was still unreleased in the US, so Guitar Hero was a key medium of discovery for the band during their US tour supporting the rock giants. “The roadies had on Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions centered around their music collections and associated lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue compared to their studio albums. It sold well over 500,000 copies upon release, and sales of Aerosmith’s music saw an increase of up to 40% at a time as the industry was already collapsing.
The series still motivates quick-handed dedication among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is challenging enough on the hardest setting, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run when their hit appeared in the third game, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that we were selling albums rapidly,” he says. “It exploded when we next toured, and we performed just before the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing all other the band has done. Recently, the track was used in a trailer for a major film. “In the past I thought differently, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – everyone’s got their own path in music and I’m glad we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
The best marketing, be it for automobiles, clothes or video games, goes further than selling something – it inspires a longing. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most installments came out in just a five-year period from 2005 to 2010, including derivative titles such as the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Games such as the fan project and Fortnite Festival have maintained the scene active, with expectations of something from the founders on the way. A new studio has entered work on its debut music game. The initial creators are participating as special advisers. Is the world ready to embrace another game following Guitar Hero?
“Our team believed such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”