Guitar Hero Turns 20 – How a Plastic Axe Connected the Gap Among Rock Generations
It has been two decades after Guitar Hero hit the market in North America, providing players everywhere the tools to feel like a rock star. Not in reality, though you'd be hard-pressed convincing anyone who has nailed the epic four-minute guitar solo before a packed living-room audience.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to the music. Every sequence corresponded to particular chords, producing the sensation of a genuine performance.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for a surprising massively profitable series that had a remarkable impact for many musicians included, showcasing classic bands to a new generation of younger players.
A former executive, former COO of Harmonix, remembers the early budgetary hurdles in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the cost was so high,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of parents reached out and thanked us for exposing their children to the songs they loved. It evolved into an intergenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band the Answer included their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “The game offered a bigger, new demographic. Generally such music was considered outdated material, but then when it was included in the title young people discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated tag. It provided all our music renewed popularity.”
At that time, the Answer’s first record remained not available in the US, so the game served as a primary platform of discovery for the band as they went on US tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Influence
Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the band greater revenue compared to their studio albums. It moved well over half a million copies in its first week, and sales of Aerosmith’s music rose significantly during an era as the industry was already collapsing.
Guitar Hero still motivates quick-handed dedication within the community. Recently, a streamer achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging even in expert mode, not to mention played at double speed and without missing every one of its near 4,000 notes. They claimed requiring nine months of practice.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you should use actual weapons and enlist,” says musician the artist.
The band had already wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors informing us that our selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”
In fact, the band's visibility via the game was so immense that it has threatened to overshadow everything else the band has done. Recently, the song was used in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Impact from the Iconic Controller
The best marketing, whether it’s for automobiles, apparel or video games, extends beyond 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 being a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to do it”.
The majority installments came out over a mere half-decade between 2005 and 2010, featuring spin-offs like DJ Hero, including a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a brief comeback several years later.
Games like Clone Hero and Fortnite Festival have kept the community alive, and there’s expectations of a new product from the founders 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 prepared to welcome another game following the classic?
“We thought such titles could be like Madden allowing annual releases,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”