Guitar Hero Celebrates 20 Years – The Plastic Guitar That United the Gap Between Rock Fans
It has been two decades after the legendary game hit the market in North America, providing players everywhere the means to feel like rock legends. Not literally, but try convincing someone who has nailed the epic four-minute guitar solo in front of an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display in time with the music. Every sequence mimicked specific notes, producing the sensation of a genuine live show.
Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable series which made a significant influence for many musicians featured, showcasing decades-old bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges of licensing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded all the music since the cost prohibitive,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game took off, and record sales airtime were going up, everyone wanted to be in.”
He continues: “One of the amazing things was the number of parents reached out expressing gratitude for introducing their kids to the songs they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Gains a New Audience
Irish group one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls how the series revived classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Generally such music was considered outdated material, but then once it got featured on the game and teenagers were finding it, abruptly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
At that time, the Answer’s first record was still unreleased in the US, meaning Guitar Hero was a key medium for exposure for the group during their a North American tour supporting the rock giants. “The roadies were playing the song on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and related stories, visuals and legendary status. In the case of, the Aerosmith edition, it was said earned the band greater revenue than any of their studio albums. It moved more than 500,000 units in its first week, while demand for Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered dedication among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of personalization features. This track is difficult enough on the hardest setting, let alone performed at increased tempo while hitting a single one of its near 4,000 notes. They stated requiring months of practice of practice.
“The game offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce previously completed a successful tour before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label informing us that our selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it threatened to eclipsing all other accomplishments. Last year, the track was used 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’ve been part in fans' experiences”.
Enduring Impact of a Iconic Controller
Top-tier promotion, be it for cars, apparel or games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the creators felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to participate”.
Most installments came out over a mere half-decade from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a brief comeback several years later.
Games like the fan project and newer releases have kept the community active, and there’s expectations of something from the founders on the way. A new studio has begun production on their first music game. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought those games could be like Madden where you can releases,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”