Guitar Hero Turns 20 – How a Plastic Axe United Generations Between Rock Fans
It has been 20 years since the legendary game debuted across the Atlantic, offering players everywhere the means to feel like a rock star. Not literally, but try convincing anyone who's nailed the epic four-minute guitar solo in front of a packed living-room audience.
Developed by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with a song. Each riff corresponded to specific notes, creating the feel of a genuine live show.
Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely massively profitable franchise which made a remarkable impact on numerous musicians featured, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the early financial challenges of licensing the songs – even though the first two games mostly used rerecorded tracks.
“We reproduced all the music because the dollar figure was so high,” he explains. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. But once Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to be in.”
He continues: “Among the amazing things was the number of parents got in touch and thanked us for introducing their children to the music they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game revived older hits to the forefront: “Guitar Hero provided a larger, new demographic. Typically such music was considered outdated material, but then once it got featured on the game and teenagers discovered it, suddenly it was cool. That legitimised it, and got rid of the outdated tag. It provided our catalog a new life.”
At that time, the band's first record was still unreleased stateside, so Guitar Hero was a key medium of discovery for the band as they went on a North American tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band greater revenue compared to their studio albums. It sold well over 500,000 units in its first week, and demand for their songs rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. The song is difficult even in the hardest setting, let alone played at double speed while hitting a single one of its near 4,000 notes. The streamer stated it took nine months to accomplish.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band had already completed a successful tour before their hit appeared in the third game, but Li says it turned them into widely recognized. “I remember our distributors informing us that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it threatened to eclipsing everything else accomplishments. Recently, the track was used in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.
Enduring Legacy from the Plastic Guitar
Top-tier promotion, whether it’s for automobiles, apparel or games, goes further than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the creators felt that there’s an instinctive human desire to make music, and their goal was to use technology to enable everyone to participate”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a brief comeback several years later.
Games such as Clone Hero and newer releases have kept the scene active, and there’s set to be a new product from the founders in development. A new studio has begun work on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?
“Our team believed those games might become like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”