The Iconic Game Turns 20 – The Plastic Guitar That United the Gap Among Rock Fans
It has been two decades after Guitar Hero debuted in North America, providing everyday gamers the opportunity to become a rock star. Not in reality, but try telling that anyone who has mastered the epic lengthy instrumental break in front of a packed living-room audience.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes moving along the display synchronized to a song. Each riff mimicked particular chords, creating the feel of a genuine live show.
Harmonix previously tried its hand with rhythm games before partnering with the publisher, which was purchased by Activision during the mid-2000s. Together, they established the foundations for a surprising billion-dollar franchise which made a significant influence on numerous of the artists included, introducing classic bands to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded all the music since the cost prohibitive,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases and radio play increased, all artists desired to be in.”
He continues: “One of the amazing things was how many parents reached out expressing gratitude for introducing their children to the songs they loved. It evolved into a multigenerational thing.”
Classic Rock Finds a New Audience
Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits to the forefront: “Guitar Hero provided a bigger, new demographic. Generally such music was seen as music that was past it, however once it got featured on the title and teenagers discovered it, abruptly it was cool. That legitimised the genre, eliminating the outdated tag. It provided our catalog renewed popularity.”
In 2008, the band's first record remained unreleased in the US, so the game was a key medium of discovery for the band as they went on US tour opening for the rock giants. “The roadies had on the song during travel, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their records. It sold more than half a million copies upon release, while demand for their songs saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. The song is difficult enough on expert mode, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you ought to pick up actual weapons and go to war,” notes musician Herman Li.
DragonForce previously completed a profitable run before their hit was featured in the third game, but Li says it turned them into a household name. “I recall the record label informing us that we were records were moving like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
In fact, the band's visibility via the game was so immense that it has risked eclipsing everything else the band has done. Last year, the track featured in a trailer for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “Should you just hear a single track, that's fine – each person has their own musical journey and I’m glad we played a role of people’s lives”.
The Lasting Impact from the Iconic Controller
The best promotion, be it for cars, clothes or games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the co-founders felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a short-lived revival several years later.
Games such as Clone Hero and newer releases have kept the community alive, with set to be a new product from the original publisher on the way. A new studio has entered production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“We thought those games might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to continue with new generations.”