Guitar Hero at 20 – The Plastic Guitar That United Generations Among Rock Generations
Marking two decades after Guitar Hero first launched in North America, giving everyday gamers the opportunity to feel like rock legends. 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 crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to the music. Every sequence corresponded to particular chords, producing the sensation of a genuine performance.
The studio previously 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 established the groundwork for a surprising billion-dollar franchise that had a significant influence for many musicians featured, introducing decades-old bands to millions of younger players.
A former executive, former COO of Harmonix, remembers the initial financial challenges in securing the recordings – even though initial releases primarily featured rerecorded tracks.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted 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 songs they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Irish group the Answer had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Typically this had been seen as music that was past it, but then once it got included in the title young people were finding it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”
In 2008, the Answer’s first record was still not available in the US, meaning Guitar Hero was a key medium of discovery for the band during their US tour supporting AC/DC. “Their crew had on the song on the tour bus, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on their music collections and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group more money compared to their records. It sold well over 500,000 units upon release, and demand for their songs rose significantly during an era when the music business faced decline.
The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical mechanics and extensive personalization features. The song is challenging even in expert mode, let alone played at increased tempo while hitting every one of the thousands of cues. They stated it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you ought to pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run before their hit was featured in the third game, yet he explains it made them widely recognized. “I remember the record label calling to tell me that we were records were moving rapidly,” he says. “It exploded when we next toured, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing all other accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, that's fine – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best promotion, whether it’s for automobiles, clothes or games, goes further mere transactions – it inspires a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the creators felt that there’s an instinctive urge to make music, and their goal was to use technology to allow people to participate”.
Most installments came out in just a five-year period from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a brief comeback several years later.
Games like the fan project and Fortnite Festival have maintained the community alive, and there’s set to be something from the founders on the way. Recently formed developers has begun production on its debut music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?
“Our team believed such titles might become similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”