The Iconic Game at 20 – How a Plastic Axe Connected Generations Between Music Generations
Marking two decades since the legendary game first launched in North America, giving everyday gamers the means to feel like rock legends. Figuratively speaking, but try telling that anyone who has mastered Free Bird’s four-minute guitar solo in front of an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display in time with the music. Every sequence corresponded to particular chords, producing the sensation of a genuine live show.
Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they established the groundwork for an unlikely billion-dollar series which made a significant influence for many musicians included, introducing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges of licensing the songs – even though the first two games primarily featured rerecorded tracks.
“We reproduced every song because the cost was so high,” he says. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of parents reached out expressing gratitude for introducing their kids to the music they adored. It became a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series brought classic rock to the forefront: “Guitar Hero provided a bigger, new demographic. Generally such music was seen as outdated material, but then when it was included in the title young people discovered it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album was still unreleased in the US, so Guitar Hero served as a primary platform for exposure for the group during their a North American tour supporting the rock giants. “Their crew had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their records. It moved more than half a million units upon release, and sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Recently, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. This track is difficult enough on expert mode, let alone performed at increased tempo and without missing every one of its near 4,000 notes. They claimed requiring months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and enlist,” notes musician Herman Li.
DragonForce had already wrapped up a profitable run when their hit was featured in the third game, but Li says it turned them into widely recognized. “I remember our distributors informing us 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.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing everything else the band has done. Last year, the track was used in a trailer for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
The best marketing, whether it’s for cars, apparel or games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. From day one, the creators felt that humans have a natural human desire to make music, and their goal was to leverage innovation to allow people to do it”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the community alive, with set to be something from the founders on the way. A new studio has begun production on their first rhythm-based title. The initial creators 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 similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”