The Iconic Game Turns 20 – How a Plastic Axe Connected Generations Between Music Generations
It has been two decades after Guitar Hero hit the market across the Atlantic, providing everyday gamers the opportunity to become rock legends. Figuratively speaking, but try telling that anyone who's mastered Free Bird’s four-minute instrumental break before a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the screen in time with the music. Each riff corresponded to specific notes, producing the sensation of an authentic live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series that had a remarkable influence on numerous musicians featured, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the songs – even though the first two games mostly used cover versions.
“We rerecorded every song since the cost was so high,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. But once Guitar Hero became a hit, and record sales airtime increased, everyone wanted to participate.”
He continues: “Among the amazing things was the number of mothers and fathers reached out and thanked us for introducing their kids to the songs they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series revived classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Typically such music was seen as music that was past it, but then when it was featured on the game and teenagers were finding it, abruptly it became trendy. That legitimised it, and got rid of the outdated label. It provided our catalog renewed popularity.”
At that time, the band's debut album remained unreleased in the US, so Guitar Hero was a key medium for exposure for the band during their a North American tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their studio albums. It sold more than 500,000 copies upon release, 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 quick-handed dedication within the community. Recently, an online personality achieved a remarkable feat featuring the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of personalization features. This track is challenging even in the hardest setting, not to mention played at double speed and without missing a single one of the thousands of cues. The streamer claimed it took nine months of practice.
“The game offers a, fantasy thing. If you play other games, it doesn't imply you ought to pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run when their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label calling to tell me that our selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it has risked eclipsing everything else the band has done. Recently, the track featured in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Iconic Controller
The best marketing, be it for cars, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators believed humans have a natural human desire to make music, and they wanted to use technology to enable everyone to do it”.
Most installments came out over a mere five-year period between 2005 and 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, except for a short-lived revival several years later.
Titles such as the fan project and newer releases have maintained the scene active, and there’s set to be something from the original publisher in development. A new studio has begun production on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant new music that it could be evergreen, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”