Guitar Hero at 20 – How a Plastic Axe Connected the Gap Among Rock Generations
Marking 20 years since the legendary game first launched across the Atlantic, providing everyday gamers the opportunity to become rock legends. Not literally, though you'd be hard-pressed telling that anyone who's mastered Free Bird’s four-minute guitar solo before a packed living-room audience.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with the music. Each riff corresponded to specific notes, creating the feel of an authentic performance.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar series which made a remarkable impact for many musicians included, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – even though initial releases primarily featured rerecorded tracks.
“We rerecorded all the music because the cost prohibitive,” 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 our team was pretty convinced it would fail. However, when Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to participate.”
He continues: “One of the amazing things was how many mothers and fathers got in touch and thanked us for introducing their children to the songs they adored. It became a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish group one featured act had their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series revived older hits back into vogue: “The game provided a bigger, new demographic. Generally such music was considered music that was past it, but then when it was featured on the title young people discovered it, suddenly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It gave all our music a new life.”
At that time, the band's first record remained not available stateside, so Guitar Hero was a key medium of discovery for the band during their a North American tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Influence
Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band more money compared to their studio albums. It moved well over 500,000 copies upon release, while sales of their songs saw an increase significantly at a time as the industry was already collapsing.
The series still motivates quick-handed dedication among its fans. Recently, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. The song is difficult enough on expert mode, not to mention performed at double speed and without missing every one of its near 4,000 notes. The streamer stated it took nine months of practice.
“The game offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and enlist,” says DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run when 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 we were selling albums like crazy,” he says. “It exploded when we next toured, and we were playing just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other the band has done. Last year, the song was used in promotional material for a major film. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Iconic Controller
The best promotion, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to make music, and their goal was to use technology to allow people to do it”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, including spin-offs like the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival in 2015.
Games like Clone Hero and Fortnite Festival have kept the community active, with set to be something from the original publisher on the way. Recently formed developers has entered 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 the classic?
“We thought such titles might become like Madden allowing annual releases,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”