It has been 20 years since the legendary game hit the market across the Atlantic, providing everyday gamers the opportunity to feel like a rock star. Not literally, but try telling that anyone who has nailed the epic four-minute instrumental break before an enthusiastic living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with the music. Every sequence corresponded to particular chords, creating the feel of a genuine live show.
The studio had already experimented with rhythm games prior to teaming up with the publisher, later acquired by Activision in 2006. Together, they established the groundwork for a surprising billion-dollar franchise that had a remarkable influence on numerous musicians featured, introducing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, recalls the initial financial challenges of licensing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We reproduced every song since the cost was so high,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. However, when the game became a hit, album purchases airtime increased, everyone wanted to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their kids to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits back into vogue: “Guitar Hero provided a larger, new demographic. Typically this had been considered outdated material, however when it was featured on the title young people discovered it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It gave all our music a new life.”
At that time, the Answer’s first record remained unreleased in the US, meaning the game served as a primary platform of discovery for the band during their a North American tour opening for AC/DC. “The roadies were playing the song on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their studio albums. It moved well over 500,000 copies upon release, while sales of their songs rose significantly at a time when the music business faced decline.
The series continues to inspire quick-handed dedication among its fans. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. This track is challenging even in expert mode, not to mention performed at double speed and without missing every one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you should use a real gun and go to war,” says DragonForce guitarist the artist.
The band had already wrapped up a profitable run before their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label calling to tell me that our selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it risked eclipsing all other the band has done. Last year, the track featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact from the Iconic Controller
The best promotion, be it for cars, clothes or video games, extends beyond than selling something – it inspires a longing. Was the game able to harness this? “Precisely what our team aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the co-founders believed humans have a natural urge to make music, and their goal was to use technology to allow people to do it”.
Most installments were released in just a five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.
Titles like Clone Hero and newer releases have kept the scene alive, and there’s set to be a new product from the founders in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome another game following Guitar Hero?
“We thought such titles could be like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”