The Iconic Game Turns 20 – How a Plastic Axe United Generations Between Music Fans
It has been two decades after Guitar Hero debuted across the Atlantic, providing players everywhere the opportunity to feel like rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who's nailed the epic four-minute guitar solo before a packed crowd of friends.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the display synchronized to a song. Each riff mimicked particular chords, creating the sensation of a genuine live show.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable series that had a remarkable impact for many musicians included, showcasing decades-old bands to millions of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the early budgetary hurdles in securing the recordings – despite the fact initial releases primarily featured cover versions.
“We reproduced all the music since the cost prohibitive,” he says. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game became a hit, and record sales and radio play increased, all artists desired to participate.”
He adds: “Among the amazing things was how many mothers and fathers reached out and thanked us for exposing their kids to the songs they adored. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Guitarist the artist recalls the way the game revived classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Generally such music was seen as music that was past it, but then once it got featured on the game and teenagers were finding it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave our catalog a new life.”
At that time, the Answer’s first record was still not available in the US, so Guitar Hero was a key medium of discovery for the group during their a North American tour supporting the rock giants. “Their crew were playing the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their studio albums. It moved well over half a million copies in its first week, and sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
The series continues to inspire nimble-fingered dedication among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. This track is difficult even in expert mode, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. They claimed it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you ought to pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
The band had already completed a profitable run before Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I recall our distributors calling to tell me that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing everything else accomplishments. Last year, the track was used in a trailer for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
Top-tier promotion, whether it’s for automobiles, apparel or video games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to make music, and they wanted to use technology to enable everyone to do it”.
The majority installments came out over a mere five-year period between 2005 and 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a brief comeback in 2015.
Games such as Clone Hero and newer releases have maintained the community active, and there’s expectations of something from the founders in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. There’s no reason for it to persist for future fans.”