Guitar Hero Turns 20 – How a Plastic Axe Bridged the Gap Between Rock Fans
It has been two decades since Guitar Hero first launched in North America, providing everyday gamers the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s four-minute instrumental break in front of a packed living-room audience.
Developed by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the screen in time with the music. Every sequence mimicked specific notes, creating the sensation of a genuine performance.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a remarkable impact on numerous of the artists featured, showcasing decades-old groups to millions of younger players.
A former executive, former COO from the developer, remembers the initial budgetary hurdles in securing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced all the music because the dollar figure was so high,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of mothers and fathers reached out and thanked us for exposing their kids to the songs they loved. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band the Answer had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers the way the game brought classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Typically this had been considered music that was past it, however when it was included in the title young people were finding it, abruptly it became trendy. This validated it, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
In 2008, the band's debut album remained not available in the US, so Guitar Hero was a key medium of discovery for the group as they went on a North American tour opening for AC/DC. “Their crew were playing the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their studio albums. It sold well over half a million units in its first week, and demand for their songs rose significantly during an era when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Recently, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is difficult even in the hardest setting, let alone performed at double speed while hitting a single one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“The game offers a, fantasy thing. If you play other games, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist the artist.
The band had already wrapped up a profitable run when their hit was featured on Guitar Hero III, but Li says it made them a household name. “I recall the record label informing us that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it threatened to eclipsing everything else the band has done. Last year, the song featured in promotional material for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – each person has their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact of a Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or video games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to do it”.
Most installments were released over a mere five-year period from 2005 to 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments died down, aside from a brief comeback several years later.
Games such as Clone Hero and Fortnite Festival have maintained the scene alive, and there’s set to be something from the founders on the way. Recently formed developers has begun work on its debut music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace another game in the spirit of the classic?
“Our team believed such titles could be similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”