It has been 20 years after the legendary game hit the market across the Atlantic, giving everyday gamers the tools to feel like a rock star. Not in reality, though you'd be hard-pressed telling that someone who has nailed the epic lengthy guitar solo before an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with a song. Every sequence corresponded to particular chords, producing the sensation of an authentic live show.
The studio previously tried its hand in the music genre prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Together, they established the foundations for a surprising massively profitable franchise which made a remarkable influence for many of the artists featured, showcasing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges of licensing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the cost was so high,” he says. “Despite having the publishing rights alone, it was nearly impossible. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once the game became a hit, album purchases and radio play increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the music they adored. It became an intergenerational thing.”
Classic Rock Finds a New Audience
Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived classic rock to the forefront: “The game provided a larger, younger audience. Generally such music was considered outdated material, but then once it got included in the title young people discovered it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the Answer’s debut album remained unreleased stateside, so Guitar Hero was a key medium of discovery for the band as they went on US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Influence
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and related stories, imagery and legendary status. In the case of, the Aerosmith edition, reportedly to have made the group greater revenue than any of their records. It sold well over half a million copies upon release, and demand for their songs saw an increase of up to 40% during an era as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a freeware game with similar gameplay and extensive personalization features. The song is difficult even in the hardest setting, let alone performed at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed it took nine months of practice.
“Guitar Hero offers a, fantasy thing. If you play other games, that doesn’t mean you should use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it has risked overshadow all other accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear a single track, it’s totally cool – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.
Enduring Impact from the Plastic Guitar
Top-tier promotion, be it for automobiles, apparel or video games, goes further mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what our team 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 make music, and they wanted to use technology to enable everyone to participate”.
Most installments came out over a mere five-year period from 2005 to 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Games like Clone Hero and Fortnite Festival have maintained the scene active, and there’s expectations of a new product from the original publisher on the way. A new studio has begun production on their first rhythm-based title. Original co-founders are participating in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed such titles could be similar to sports games where you can update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”