Guitar Hero Turns 20 – How a Plastic Axe United the Gap Between Music Generations
Marking two decades since the legendary game first launched across the Atlantic, offering players everywhere the means to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who has mastered the epic four-minute guitar solo before a packed crowd of friends.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues moving along the display in time with the music. Each riff corresponded to specific notes, producing the feel of a genuine live show.
The studio previously tried its hand in the music genre before partnering with the publisher, which was acquired by Activision during the mid-2000s. Together, they laid the foundations for an unlikely massively profitable franchise which made a remarkable impact for many of the artists featured, showcasing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced all the music since the cost prohibitive,” he says. “Despite having the publishing rights by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. But once the game became a hit, and record sales airtime were going up, all artists desired to participate.”
He adds: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Generally such music was considered outdated material, however when it was included in the title young people discovered it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It gave our catalog a new life.”
In 2008, the Answer’s first record remained not available stateside, meaning Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour opening for AC/DC. “The roadies were playing the song on the tour bus, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized game editions centered around each band’s catalogue and related lore, visuals and legendary status. 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 half a million units in its first week, while sales of their songs saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is difficult enough on the hardest setting, let alone played at double speed while hitting a single one of its near 4,000 notes. The streamer claimed it took months of practice of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up a real gun and enlist,” notes musician Herman Li.
The band had already completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it has risked eclipsing all other the band has done. Last year, the track featured in a trailer for a major film. “Previously I thought differently, but now I accept it,” Li says. “Should you just hear a single track, that's fine – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
The best marketing, be it for cars, clothes or video games, goes further mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the creators felt that there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games 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 short-lived revival several years later.
Titles like the fan project and Fortnite Festival have maintained the scene alive, and there’s expectations of a new product from the original publisher in development. A new studio has entered work on its debut rhythm-based title. The initial creators are participating as special advisers. Are gamers ready to embrace a new entry in the spirit of the classic?
“We thought those games might become like Madden where you can update every year,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”