Guitar Hero at 20 – The Plastic Guitar That United Generations Among Rock Fans
It has been 20 years after Guitar Hero first launched across the Atlantic, offering everyday gamers the means to become rock legends. Not literally, but try telling that anyone who has mastered the epic lengthy instrumental break in front of an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to the music. Each riff corresponded to specific notes, creating the feel of an authentic performance.
Harmonix previously experimented with rhythm games before partnering with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable series that had a significant impact for many musicians featured, introducing classic bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – even though the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the cost prohibitive,” he explains. “Even with the necessary permissions alone, it proved extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game took off, and record sales and radio play increased, everyone wanted to participate.”
He adds: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their children to the music they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series brought older hits to the forefront: “The game provided a larger, younger audience. Generally this had been considered music that was past it, however when it was included in the game young people were finding it, abruptly it was cool. This validated the genre, and got rid of the outdated label. It gave our catalog a new life.”
In 2008, the band's first record remained unreleased stateside, so Guitar Hero served as a primary platform of discovery for the band during their a North American tour supporting AC/DC. “Their crew were playing the song during travel, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions centered around each band’s catalogue and related stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue than any of their studio albums. It sold more than 500,000 units in its first week, and demand for Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of personalization features. This track is difficult even in expert mode, not to mention played at double speed and without missing a single one of its near 4,000 notes. They claimed 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 actual weapons and go to war,” says musician the artist.
DragonForce previously completed a successful tour before their hit was featured in the third game, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before top acts at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has threatened to overshadow everything else the band has done. Recently, the track was used in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Iconic Controller
The best promotion, be it for cars, apparel or games, goes further mere transactions – it inspires a desire. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and they wanted to use technology to enable everyone to participate”.
Most installments came out in just a five-year period between 2005 and 2010, including derivative titles like the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, aside from a short-lived revival several years later.
Titles like the fan project and newer releases have maintained the community alive, with expectations of a new product from the founders on the way. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are participating in advisory roles. Is the world ready to embrace a new entry following Guitar Hero?
“We thought those games might become like Madden allowing annual releases,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”