Guitar Hero at 20 – The Plastic Guitar That Bridged Generations Among Rock Fans
It has been 20 years after the legendary game first launched across the Atlantic, giving players everywhere the opportunity to feel like rock legends. Not literally, but try telling that someone who's nailed the epic lengthy instrumental break in front of an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes moving along the screen synchronized to the music. Each riff corresponded to particular chords, creating the feel of an authentic live show.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable franchise which made a significant impact on numerous of the artists featured, introducing classic bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the initial financial challenges in securing the recordings – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. But once the game became a hit, and record sales and radio play were going up, all artists desired to be in.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their kids to the songs they adored. It became a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Generally such music was seen as music that was past it, but then when it was included in the title young people discovered it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the Answer’s first record was still unreleased in the US, so the game served as a primary platform for exposure for the group during their a North American tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them knew us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Rock’s biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and associated stories, imagery and legendary status. In the case of, the Aerosmith edition, reportedly earned the band greater revenue compared to their records. It moved well over half a million copies in its first week, while sales of Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. This track is difficult enough on expert mode, let alone performed at double speed and without missing a single one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you ought to pick up actual weapons and go to war,” says DragonForce guitarist Herman Li.
The band had already completed a profitable run before their hit appeared in the third game, but Li says it turned them into a household name. “I recall our distributors calling to tell me that our selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
In fact, DragonForce’s exposure via the game was so immense that it risked overshadow everything else the band has done. Last year, the track was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, that's fine – everyone’s got their own musical journey and I’m glad we played a role of people’s lives”.
The Lasting Legacy from the Iconic Controller
The best promotion, whether it’s for cars, apparel or games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. From day one, the co-founders believed humans have a natural human desire to make music, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out in just a five-year period from 2005 to 2010, including derivative titles like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Titles like the fan project and newer releases have kept the scene active, and there’s set to be something from the founders in development. A new studio has begun work on their first rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game following Guitar Hero?
“Our team believed those games might become like Madden allowing annual update every year,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain optimistic. There’s no reason for it to persist with new generations.”