Guitar Hero Turns 20 – The Plastic Guitar That Bridged the Gap Among Rock Fans
Marking 20 years since the legendary game first launched in North America, giving players everywhere the means to feel like a rock star. Not in reality, but try convincing anyone who's mastered the epic lengthy guitar solo before a packed crowd of friends.
Created by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the display in time with a song. Each riff mimicked particular chords, creating the feel of a genuine performance.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar franchise that had a significant impact on numerous of the artists featured, showcasing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music because the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game became a hit, album purchases airtime increased, everyone wanted to be in.”
He continues: “One of the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish group one featured act included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series brought classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Generally such music was seen as outdated material, but then once it got included in the title young people were finding it, abruptly it became trendy. This validated it, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the band's debut album was still not available in the US, so the game was a key medium for exposure for the band as they went on US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their records. It sold more than half a million copies in its first week, while sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.
The series still motivates nimble-fingered dedication within the community. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical mechanics and extensive personalization features. The song is challenging even in expert mode, not to mention played at double speed while hitting a single one of the thousands of cues. The streamer stated it took months of practice of practice.
“The game offers a, imaginary experience. If you play other games, it doesn't imply you should pick up actual weapons and go to war,” notes musician the artist.
DragonForce previously completed a profitable run before Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I recall our distributors calling to tell me that we were selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it has threatened to eclipsing all other accomplishments. Last year, the song was used in promotional material for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – each person has their own musical journey and I’m glad we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
The best marketing, be it for automobiles, clothes or video games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to participate”.
Most installments came out in just a five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, except for a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have kept the scene alive, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has begun production on their first music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?
“We thought such titles might become similar to sports games where you can releases,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t persist with new generations.”