The Iconic Game at 20 – The Plastic Guitar That Connected Generations Between Rock Fans
Marking two decades since Guitar Hero first launched across the Atlantic, providing everyday gamers the means to become rock legends. Not in reality, but try convincing someone who's nailed the epic lengthy instrumental break before an enthusiastic crowd of friends.
Created by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the screen synchronized to the music. Each riff mimicked particular chords, producing the feel of an authentic live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising massively profitable series that had a significant impact on numerous of the artists featured, introducing classic bands to a new generation of younger players.
A former executive, former COO of Harmonix, recalls the early budgetary hurdles in securing the songs – even though initial releases primarily featured rerecorded tracks.
“We rerecorded every song since the cost was so high,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. However, when Guitar Hero took off, and record sales and radio play were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was the number of mothers and fathers got in touch and thanked us for introducing their children to the music they loved. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish group the Answer had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “The game offered a larger, younger audience. Generally this had been seen as outdated material, however once it got featured on the title and teenagers were finding it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
In 2008, the Answer’s debut album remained unreleased stateside, so Guitar Hero served as a primary platform for exposure for the band as they went on US tour opening for AC/DC. “Their crew had on Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money than any of their studio albums. It moved more than 500,000 units upon release, while sales of Aerosmith’s music rose significantly during an era as the industry faced decline.
The series still motivates quick-handed dedication within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of personalization features. This track is difficult even in the hardest setting, not to mention played at double speed and without missing every one of the thousands of cues. The streamer stated it took nine months of practice.
“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour before Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I recall our distributors informing us that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing all other accomplishments. Recently, the song featured in promotional material for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – each person has a unique path in music and I’m glad we played a role in fans' experiences”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, whether it’s for automobiles, apparel or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of being a rock star in the spotlight. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to participate”.
Most installments were released over a mere half-decade between 2005 and 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, except for a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have maintained the scene active, and there’s set to be something from the original publisher on the way. Recently formed developers has begun work on their first music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?
“Our team believed such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”