Guitar Hero Celebrates 20 Years – How a Plastic Axe Bridged the Gap Among Rock Generations
Marking two decades after the legendary game debuted in North America, providing players everywhere the means to become rock legends. Figuratively speaking, but try convincing someone who's nailed the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes moving along the screen synchronized to the music. Each riff corresponded to specific notes, producing the feel of an authentic live show.
Harmonix previously experimented in the music genre before partnering with the publisher, later acquired by Activision in 2006. Together, they established the groundwork for an unlikely billion-dollar franchise that had a significant impact on numerous musicians featured, introducing decades-old groups to millions of gaming enthusiasts.
A former executive, former COO from the developer, remembers the early budgetary hurdles of licensing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game took off, album purchases airtime were going up, everyone wanted to be in.”
He continues: “Among the amazing things was how many mothers and fathers got in touch and thanked us for introducing their children to the music they adored. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Irish group the Answer had their track in the 2008 release the popular installment. Lead musician Paul Mahon remembers the way the game revived classic rock to the forefront: “The game offered a larger, new demographic. Typically such music was considered outdated material, but then when it was featured on the title and teenagers discovered it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the band's first record was still unreleased stateside, so the game was a key medium of discovery for the group during their US tour opening for AC/DC. “The roadies had on 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 biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on their music collections and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band more money than any of their studio albums. It moved well over half a million units in its first week, while demand for their songs saw an increase of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. This track is difficult even in the hardest setting, not to mention played at increased tempo and without missing every one of the thousands of cues. They claimed it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to use actual weapons and enlist,” says musician the artist.
DragonForce had already completed a successful tour before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors calling to tell me that our selling albums like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing everything else the band has done. Recently, the track was used in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, apparel or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. From day one, the creators felt that humans have a natural urge to make music, and their goal was to leverage innovation to allow people to participate”.
The majority installments came out over a mere five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, except for a brief comeback several years later.
Games such as the fan project and newer releases have kept the community alive, with expectations of a new product from the founders in development. A new studio has entered work on its debut music game. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry following the classic?
“Our team believed those games could be similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason for it to continue with new generations.”