The Iconic Game Celebrates 20 Years – The Plastic Guitar That Connected the Gap Between Rock Generations
Marking 20 years after Guitar Hero first launched in North America, offering players everywhere the tools to feel like rock legends. Not in reality, but try telling that anyone who has nailed the epic lengthy instrumental break before a packed living-room audience.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the display synchronized to a song. Every sequence mimicked specific notes, creating the sensation of an authentic performance.
Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the groundwork for an unlikely billion-dollar franchise that had a remarkable influence for many of the artists included, showcasing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the songs – despite the fact the first two games primarily featured cover versions.
“We reproduced all the music because the cost was so high,” he says. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero took off, and record sales airtime increased, all artists desired to participate.”
He adds: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It became an intergenerational thing.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Guitarist the artist remembers how the series brought classic rock to the forefront: “Guitar Hero provided 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 Generally such music was considered outdated material, however when it was included in the title young people discovered it, abruptly it was cool. That legitimised it, eliminating the outdated label. It gave our catalog a new life.”
In 2008, the Answer’s debut album remained unreleased in the US, meaning the game served as a primary platform of discovery for the band during their US tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and related stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their studio albums. It sold well over half a million copies upon release, and demand for their songs rose of up to 40% at a time when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. The song is challenging enough on expert mode, let alone played at double speed and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you ought to pick up actual weapons and go to war,” says musician the artist.
The band previously wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing all other accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Iconic Controller
Top-tier marketing, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the creators felt that humans have a natural urge to create songs, and they wanted to leverage innovation to allow people to do it”.
Most installments were released over a mere five-year period between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.
Games such as Clone Hero and newer releases have maintained the community active, and there’s set to be a new product from the original publisher in development. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Is the world 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 new music that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”