Guitar Hero Turns 20 – How a Plastic Axe Bridged Generations Among Rock Fans
Marking 20 years after Guitar Hero hit the market across the Atlantic, providing everyday gamers the tools to feel like rock legends. Not in reality, but try telling that someone who has nailed Free Bird’s four-minute guitar solo before an enthusiastic living-room audience.
Created by the developers, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the display in time with a song. Every sequence mimicked specific notes, creating the sensation of a genuine live show.
Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by Activision in 2006. Collaboratively, they established the groundwork for a surprising massively profitable franchise that had a significant impact for many of the artists included, showcasing decades-old bands to millions of younger players.
Michael Dornbrook, former COO from the developer, recalls the initial financial challenges in securing the songs – even though initial releases primarily featured cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. But once the game became a hit, and record sales and radio play increased, everyone wanted to be in.”
He adds: “One of the amazing things was the number of parents got in touch expressing gratitude for exposing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game brought older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Typically this had been considered outdated material, but then once it got included in the title and teenagers were finding it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”
In 2008, the band's debut album remained unreleased in the US, so Guitar Hero served as a primary platform for exposure for the group as they went on US tour opening for AC/DC. “The roadies had on the song during travel, and several knew us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their records. It sold well over half a million units in its first week, and sales of their songs saw an increase significantly during an era when the music business was already collapsing.
The series still motivates nimble-fingered dedication within the community. Earlier this year, a streamer completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. The song is difficult even in expert mode, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, it doesn't imply you ought to use a real gun and enlist,” notes DragonForce guitarist the artist.
DragonForce previously wrapped up a profitable run before their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I recall the record label calling to tell me that our records were moving like crazy,” he shares. “It exploded when we next toured, and we performed just before top acts at the event.”
In fact, DragonForce’s exposure via the game was so immense that it has risked overshadow all other the band has done. Recently, the song featured in a trailer for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy from the Plastic Guitar
The best marketing, whether it’s for cars, clothes or games, goes further than selling something – it inspires a longing. Was the game able to harness this? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to do it”.
The majority installments came out over a mere five-year period between 2005 and 2010, including spin-offs like DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.
Games like Clone Hero and newer releases have kept the scene alive, with set to be a new product from the founders on the way. Recently formed developers has begun work on their first music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”