Guitar Hero Turns 20 – How a Plastic Axe United Generations Among Rock Generations
It has been two decades since the legendary game debuted across the Atlantic, providing everyday gamers the means to become a rock star. Not in reality, though you'd be hard-pressed telling that someone who has nailed Free Bird’s four-minute guitar solo in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to a song. Every sequence corresponded to specific notes, creating the sensation of a genuine performance.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for a surprising billion-dollar series that had a remarkable influence for many musicians included, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the initial budgetary hurdles in securing the songs – despite the fact the first two games mostly used cover versions.
“We rerecorded every song because the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once Guitar Hero became a hit, and record sales airtime were going up, everyone wanted to participate.”
He adds: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their kids to the music they adored. It became an intergenerational thing.”
Timeless Music Finds Younger Fans
Northern Irish group one featured act included their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game revived older hits to the forefront: “Guitar Hero provided a bigger, new demographic. Typically such music was seen as outdated material, however once it got included in the game young people were finding it, suddenly it was cool. This validated it, and got rid of the outdated tag. It gave all our music renewed popularity.”
In 2008, the band's first record was still not available stateside, so Guitar Hero served as a primary platform for exposure for the group during their a North American tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Major Band Titles Enduring Impact
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the band greater revenue than any of their studio albums. It sold well over half a million units upon release, and sales of their songs saw an increase significantly at a time as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of personalization features. This track is challenging even in the hardest setting, let alone played at increased tempo and without missing every one of the thousands of cues. They stated it took months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you should pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a successful tour when their hit was featured in the third game, yet he explains it made them a household name. “I remember the record label informing us that our selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it risked overshadow all other accomplishments. Last year, the song featured in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique path in music and I’m glad we played a role in fans' experiences”.
The Lasting Legacy from the Iconic Controller
Top-tier marketing, whether it’s for cars, clothes or games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders believed humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival several years later.
Titles such as the fan project and Fortnite Festival have maintained the scene active, with expectations of something from the original publisher on the way. A new studio has begun work on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?
“We thought those games could be like Madden where you can releases,” Dornbrook says. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”