It has been 20 years since Guitar Hero debuted in North America, providing everyday gamers the tools to feel like a rock star. Not literally, but try telling that anyone who's mastered the epic four-minute guitar solo in front of a packed crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to the music. Each riff mimicked specific notes, producing the feel of a genuine live show.
The studio had already experimented in the music genre before partnering with RedOctane, later acquired by the gaming giant in 2006. Together, they laid the foundations for an unlikely billion-dollar series that had a significant influence for many musicians featured, introducing classic bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the recordings – even though the first two games primarily featured cover versions.
“We reproduced every song since the cost was so high,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game took off, album purchases airtime were going up, all artists desired to be in.”
He continues: “One of the amazing things was the number of parents got in touch expressing gratitude for exposing their kids to the music they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived older hits to the forefront: “Guitar Hero provided a larger, younger audience. Generally such music was considered outdated material, however once it got included in the game and teenagers were finding it, abruptly it was cool. That legitimised the genre, and got rid of the outdated tag. It provided all our music a new life.”
In 2008, the Answer’s debut album remained unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies had on the song during travel, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and associated stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly earned the group more money than any of their records. It moved well over 500,000 copies upon release, while sales of Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.
The series still motivates quick-handed fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. The song is difficult enough on the hardest setting, not to mention played at increased tempo while hitting every one of the thousands of cues. They claimed requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you ought to use actual weapons and enlist,” notes musician the artist.
The band 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 remember the record label informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it threatened to overshadow all other accomplishments. Recently, the track featured in a trailer for a major film. “Previously I thought differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Plastic Guitar
Top-tier promotion, be it for automobiles, apparel or video games, goes further than selling something – it evokes a longing. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders believed humans have a natural human desire to make music, and their goal was to use technology to enable everyone to do it”.
The majority installments came out in just a five-year period from 2005 to 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have maintained the scene alive, with set to be something from the original publisher on the way. A new studio has begun work on its debut music game. The initial creators are participating in advisory roles. Is the world ready to embrace a new entry in the spirit of the classic?
“Our team believed such titles might become like Madden allowing annual releases,” he remarks. “With abundant new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”