Guitar Hero Celebrates 20 Years – How a Plastic Axe Bridged the Gap Between Music Generations
It has been 20 years since the legendary game first launched across the Atlantic, giving players everywhere the opportunity to feel like a rock star. Not in reality, but try convincing anyone who's nailed the epic lengthy guitar solo before an enthusiastic living-room audience.
Developed 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 particular chords, creating the sensation of a genuine performance.
The studio previously tried its hand in the music genre prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar franchise that had a remarkable impact on numerous musicians included, introducing classic groups to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We rerecorded every song because the cost prohibitive,” he explains. “Even with the publishing rights alone, it was nearly impossible. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to participate.”
He adds: “Among the amazing things was how many parents reached out and thanked us for exposing their children to the songs they adored. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived classic rock back into vogue: “The game provided a bigger, new demographic. Typically such music was seen as music that was past it, but then once it got featured on the title young people were finding it, abruptly it was cool. This validated it, eliminating the outdated label. It provided all our music a new life.”
At that time, the Answer’s first record remained not available stateside, so Guitar Hero served as a primary platform of discovery for the band as they went on a North American tour opening for AC/DC. “Their crew had on the song during travel, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and associated lore, visuals and legendary status. For example, the Aerosmith edition, reportedly to have made the group greater revenue compared to their studio albums. It moved well over 500,000 copies in its first week, while sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.
The series still motivates nimble-fingered dedication among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. This track is challenging enough on expert mode, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. They claimed requiring months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you ought to pick up a real gun and enlist,” says DragonForce guitarist the artist.
The band had already wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors calling to tell me that our records were moving like crazy,” he shares. “Popularity surged when we next toured, 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 overshadow all other the band has done. Last year, the song was used in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
The best marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon on the stage. Since the beginning, the co-founders believed humans have a natural human desire to make music, and they wanted to use technology to enable everyone to do it”.
The majority installments came out in just a half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Titles such as Clone Hero and newer releases have kept the community alive, and there’s expectations of a new product from the original publisher in development. A new studio has entered production on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers prepared to welcome another game following the classic?
“We thought such titles could be like Madden allowing annual releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue for future fans.”