Guitar Hero at 20 – The Plastic Guitar That Bridged the Gap Between Rock Fans
It has been two decades since the legendary game debuted in North America, providing players everywhere the means to become a rock star. Figuratively speaking, but try convincing anyone who's mastered Free Bird’s four-minute instrumental break in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the screen synchronized to a song. Each riff corresponded to specific notes, creating the feel of a genuine performance.
Harmonix previously experimented with rhythm games before partnering with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable series that had a remarkable influence on numerous musicians included, introducing classic bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the recordings – even though initial releases mostly used cover versions.
“We reproduced all the music because the cost prohibitive,” he says. “Despite having the necessary permissions alone, it proved nearly impossible. 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. But once Guitar Hero took off, album purchases and radio play increased, everyone wanted to participate.”
He adds: “Among the amazing things was how many parents got in touch and thanked us for introducing their children to the songs they loved. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game revived classic rock back into vogue: “Guitar Hero provided a larger, younger audience. Generally such music was seen as music that was past it, but then when it was included in the game young people were finding it, suddenly it became trendy. This validated the genre, and got rid of the outdated label. It gave our catalog a new life.”
At that time, the Answer’s debut album remained not available stateside, so the game was a key medium of discovery for the group as they went on US tour opening for the rock giants. “The roadies had on Never Too Late during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and associated stories, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the band greater revenue compared to their studio albums. It moved more than half a million copies in its first week, while sales of their songs saw an increase significantly at a time as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. The song is challenging even in expert mode, let alone performed at double speed while hitting a single one of its near 4,000 notes. The streamer stated it took months of practice of practice.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall our distributors calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners at the event.”
In fact, the band's visibility via the game was so immense that it has risked overshadow all other the band has done. Last year, the song was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear a single track, it’s totally cool – each person has their own path in music and I’m glad we played a role of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, be it for cars, apparel or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to participate”.
The majority installments came out in just a half-decade between 2005 and 2010, including derivative titles such as the DJ version, including a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a brief comeback in 2015.
Titles like Clone Hero and newer releases have kept the community alive, with set to be something from the founders on the way. A new studio has entered production on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace another game following the classic?
“Our team believed those games might become like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to continue with new generations.”