Marking 20 years since Guitar Hero first launched in North America, providing everyday gamers the tools to become a rock star. Not in reality, but try convincing someone who has nailed Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the display in time with a song. Each riff mimicked particular chords, producing the feel of a genuine live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the foundations for a surprising billion-dollar series that had a remarkable impact on numerous musicians featured, introducing decades-old groups to millions of gaming enthusiasts.
A former executive, former COO from the developer, recalls the early financial challenges of licensing the songs – even though initial releases primarily featured cover versions.
“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when Guitar Hero became a hit, and record sales and radio play increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their children to the music they adored. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish group the Answer had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series brought older hits back into vogue: “The game provided a bigger, new demographic. Typically this had been seen as music that was past it, but then when it was included in the title young people discovered it, suddenly it was cool. That legitimised it, eliminating the outdated label. It gave our catalog a new life.”
In 2008, the band's first record was still unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the group as they went on US tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Titles Enduring Influence
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the group more money compared to their records. It sold well over half a million units upon release, and demand for Aerosmith’s music rose significantly at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism among its fans. Recently, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. The song is challenging even in expert mode, not to mention played at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed it took nine months of practice.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you should use actual weapons and go to war,” says DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I remember our distributors calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed just before the headliners at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it has risked overshadow everything else the band has done. Recently, the song featured in a trailer for a major film. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy from the Plastic Guitar
The best marketing, whether it’s for cars, apparel or games, extends beyond mere transactions – it inspires a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a music icon on the stage. From day one, the creators believed there’s an instinctive human desire to make music, and their goal was to use technology to enable everyone to do it”.
The majority of Guitar Hero games came out in just a half-decade between 2005 and 2010, including spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, except for a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have kept the community active, and there’s set to be a new product from the original publisher on the way. A new studio has begun work on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry following Guitar Hero?
“Our team believed such titles might become similar to sports games where you can update every year,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”