It has been 20 years since the legendary game debuted in North America, giving everyday gamers the tools to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s lengthy instrumental break in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with a song. Every sequence corresponded to specific notes, creating the sensation of a genuine performance.
The studio had already tried its hand with rhythm games before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely billion-dollar franchise which made a significant impact for many musicians included, showcasing decades-old bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – even though initial releases primarily featured rerecorded tracks.
“We rerecorded all the music because the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. However, when the game took off, and record sales and radio play were going up, everyone wanted to be in.”
He adds: “One of the amazing things was how many parents got in touch expressing gratitude for introducing their children to the music they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Irish blues-rock band the Answer included their track in the 2008 release the popular installment. Lead musician the artist recalls the way the game revived older hits to the forefront: “Guitar Hero provided a bigger, new demographic. Typically this had been seen as outdated material, however once it got included in the game young people discovered it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”
In 2008, the band's first record remained not available stateside, so the game served as a primary platform for exposure for the band as they went on US tour opening for the rock giants. “Their crew were playing the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and related stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their records. It sold more than half a million units upon release, while 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 among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by the game – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of personalization features. This track is difficult enough on the hardest setting, let alone performed at double speed while hitting every one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a successful tour before their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall the record label calling to tell me that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow all other the band has done. Recently, the track was used in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy from the Iconic Controller
The best marketing, whether it’s for automobiles, clothes or video games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the creators believed there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to do it”.
The majority installments came out in just a five-year period from 2005 to 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival in 2015.
Games like Clone Hero and Fortnite Festival have maintained the scene alive, and there’s set to be something from the original publisher on the way. A new studio has begun work on their first music game. Original co-founders are both involved as special advisers. Is the world ready to embrace another game following Guitar Hero?
“We thought those games might become like Madden where you can releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”