Guitar Hero Celebrates 20 Years – How a Plastic Axe Connected Generations Among Music Generations
Marking two decades since Guitar Hero first launched in North America, offering everyday gamers the opportunity to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who has nailed Free Bird’s four-minute guitar solo in front of an enthusiastic living-room audience.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the display in time with the music. Each riff corresponded to particular chords, producing the sensation of an authentic performance.
The studio previously tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the foundations for an unlikely massively profitable series that had a remarkable influence for many of the artists featured, showcasing decades-old bands to millions of younger players.
A former executive, former COO of Harmonix, remembers the initial financial challenges in securing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded every song because the cost was so high,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once the game took off, and record sales and radio play increased, everyone wanted to participate.”
He adds: “Among the amazing things was how many mothers and fathers reached out and thanked us for introducing their children to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “The game offered a larger, younger audience. Generally such music was considered outdated material, however once it got featured on the title and teenagers were finding it, suddenly it was cool. This validated it, eliminating the outdated label. It provided all our music a new life.”
In 2008, the Answer’s first record remained unreleased stateside, meaning the game served as a primary platform for exposure for the group as they went on US tour supporting AC/DC. “Their crew had on the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and related stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group more money compared to their studio albums. It sold well over 500,000 copies in its first week, and demand for their songs saw an increase of up to 40% at a time when the music business faced decline.
Guitar Hero still motivates quick-handed fanaticism among its fans. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. The song is challenging even in the hardest setting, not to mention played at double speed while hitting every one of its near 4,000 notes. They claimed it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you should use a real gun and enlist,” says musician Herman Li.
The band had already completed a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors informing us that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has risked overshadow everything else the band has done. Recently, the track featured in a trailer for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
The best promotion, be it for cars, apparel or video games, goes further mere transactions – it inspires a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the co-founders felt that there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to participate”.
The majority installments were released over a mere half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, except for a brief comeback several years later.
Games like the fan project and Fortnite Festival have kept the scene active, with set to be something from the original publisher on the way. Recently formed developers has begun work on its debut music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed such titles could be similar to sports games where you can releases,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t continue for future fans.”