It has been 20 years since Guitar Hero first launched across the Atlantic, offering everyday gamers the tools to become a rock star. Figuratively speaking, but try convincing anyone who has nailed Free Bird’s lengthy guitar solo in front of a packed living-room audience.
Created by Harmonix, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to a song. Each riff mimicked specific notes, creating the sensation of an authentic live show.
The studio had already experimented with rhythm games before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable series which made a remarkable impact on numerous musicians included, introducing classic groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the recordings – even though initial releases mostly used rerecorded tracks.
“We rerecorded every song because the cost prohibitive,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, and record sales airtime were going up, all artists desired to participate.”
He continues: “Among the remarkable aspects was how many parents reached out and thanked us for introducing their children to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series revived classic rock back into vogue: “The game offered a bigger, younger audience. Typically such music was considered outdated material, however once it got featured on the title young people discovered it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the band's debut album was still unreleased in the US, meaning Guitar Hero was a key medium of discovery for the group during their US tour opening for the rock giants. “The roadies were playing the song on the tour bus, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their studio albums. It sold well over 500,000 units in its first week, while demand for Aerosmith’s music rose of up to 40% at a time as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer achieved 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 similar gameplay but an array of customisation options. The song is difficult even in expert mode, not to mention performed at double speed while hitting a single one of the thousands of cues. The streamer claimed requiring nine months of practice.
“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you should pick up actual weapons and enlist,” notes musician the artist.
DragonForce previously wrapped up a successful tour before their hit was featured on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it risked overshadow all other accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “Should you just hear a single track, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, whether it’s for cars, 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 trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to do it”.
Most installments were released in just a five-year period between 2005 and 2010, including derivative titles such as the DJ version, including a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, except for a short-lived revival in 2015.
Titles like the fan project and newer releases have maintained the community alive, and there’s set to be a new product from the original publisher in development. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought such titles might become similar to sports games allowing annual update every year,” he remarks. “With abundant new music it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”