Guitar Hero at 20 – How a Plastic Axe Bridged the Gap Among Rock Generations
Marking 20 years since Guitar Hero debuted in North America, giving everyday gamers the opportunity to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who has mastered Free Bird’s lengthy guitar solo in front of a packed crowd of friends.
Developed by Harmonix, the game gave players a plastic guitar peripheral to follow on-screen cues scrolling down the display synchronized to the music. Every sequence corresponded to particular chords, producing the feel of a genuine live show.
The studio previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable franchise which made a significant influence on numerous of the artists included, introducing classic groups to millions of gaming enthusiasts.
A former executive, former COO from the developer, remembers the initial 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 explains. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, and record sales and radio play increased, all artists desired to be in.”
He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they adored. It became an intergenerational thing.”
Classic Rock Finds Younger Fans
Irish group one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Typically such music was seen as outdated material, but then once it got featured on the game young people were finding it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the band's debut album was still not available in the US, meaning the game was a key medium for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies were playing the song during travel, and some of them knew us thanks to the game,” he notes.
Major Band Titles and Lasting Impact
Rock’s heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their studio albums. It moved well over 500,000 copies upon release, while demand for their songs rose significantly during an era when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with similar gameplay and extensive personalization features. The song is difficult enough on the hardest setting, not to mention played at double speed and without missing a single one of the thousands of cues. The streamer claimed requiring nine months of practice.
“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you should pick up a real gun and go to war,” says musician the artist.
DragonForce previously wrapped up a profitable run before their hit appeared on Guitar Hero III, but Li says it made them a household name. “I remember the record label informing us that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it risked eclipsing all other the band has done. Recently, the track featured in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
The best promotion, be it for automobiles, clothes or video games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and they wanted to leverage innovation to allow people to do it”.
Most installments came out in just a half-decade from 2005 to 2010, including derivative titles such as DJ Hero, including a spinning deck, and Band Hero. After that, corporate focus in plastic instruments died down, aside from a short-lived revival several years later.
Games like the fan project and newer releases have maintained the scene alive, with expectations of a new product from the founders in development. Recently formed developers has begun production on their first music game. Original co-founders are participating in advisory roles. Are gamers ready to embrace another game following Guitar Hero?
“We thought those games could be like Madden allowing annual releases,” he remarks. “There’s so much fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”