Guitar Hero Celebrates 20 Years – The Plastic Guitar That Bridged the Gap Between Music Generations
It has been two decades since the legendary game hit the market in North America, offering everyday gamers the tools to feel like a rock star. Not in reality, but try convincing anyone who's mastered Free Bird’s lengthy instrumental break before a packed crowd of friends.
Created by the developers, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to the music. Every sequence corresponded to specific notes, producing the sensation of an authentic performance.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, which was acquired by Activision in 2006. Together, they established the groundwork for an unlikely massively profitable series that had a remarkable influence on numerous of the artists included, introducing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges of licensing the recordings – even though the first two games mostly used cover versions.
“We reproduced all the music because the cost prohibitive,” he says. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game took off, album purchases and radio play were going up, everyone wanted to be in.”
He continues: “One of the remarkable aspects was how many mothers and fathers got in touch and thanked us for introducing their kids to the music they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Gains a New Audience
Irish blues-rock band the Answer included their track in the 2008 release the popular installment. Guitarist the artist recalls how the series revived older hits back into vogue: “The game offered a bigger, younger audience. Typically this had been seen as outdated material, but then once it got featured on the title and teenagers discovered it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the band's debut album was still not available in the US, meaning Guitar Hero served as a primary platform for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band more money compared to their studio albums. It sold well over half a million copies in its first week, while sales of their songs rose significantly during an era as the industry was already collapsing.
The series continues to inspire nimble-fingered dedication among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of personalization features. The song is difficult even in the hardest setting, not to mention performed at double speed and without missing every one of the thousands of cues. They claimed it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up a real gun and enlist,” says musician Herman Li.
DragonForce previously completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall our distributors informing us that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing everything else the band has done. Recently, the track featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier promotion, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most installments came out over a mere five-year period between 2005 and 2010, featuring spin-offs like the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have kept the scene active, with set to be something from the founders in development. A new studio has begun work on its debut music game. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?
“Our team believed those games might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist for future fans.”