The Iconic Game Turns 20 – How a Plastic Axe Connected Generations Among Music Generations
Marking two decades after Guitar Hero first launched in North America, offering players everywhere the tools to feel like a rock star. Figuratively speaking, but try convincing anyone who's mastered the epic four-minute guitar solo in front of a packed crowd of friends.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to the music. Each riff corresponded to specific notes, producing the feel of an authentic performance.
Harmonix previously tried its hand in the music genre before partnering with the publisher, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable series which made a remarkable influence on numerous musicians featured, introducing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced all the music since the dollar figure was so high,” he says. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game became a hit, and record sales airtime increased, everyone wanted to participate.”
He adds: “One of the amazing things was the number of parents got in touch and thanked us for exposing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls the way the game brought classic rock back into vogue: “Guitar Hero provided a bigger, younger audience. Generally this had been seen as music that was past it, but then once it got included in the title and teenagers were finding it, suddenly it was cool. This validated it, and got rid of the outdated label. It provided our catalog renewed popularity.”
At that time, the Answer’s first record remained unreleased stateside, meaning Guitar Hero was a key medium of discovery for the band during their a North American tour opening for AC/DC. “The roadies were playing the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band greater revenue than any of their studio albums. It moved more than half a million units upon release, while sales of their songs saw an increase significantly during an era when the music business was already collapsing.
The series still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics and extensive customisation options. This track is difficult enough on the hardest setting, 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 to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you ought to use a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors calling to tell me that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing everything else the band has done. Last year, the track featured in promotional material for a major film. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, be it for automobiles, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to do it”.
Most installments came out over a mere five-year period between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a short-lived revival in 2015.
Games like the fan project and newer releases have maintained the scene alive, with set to be something from the original publisher on the way. A new studio has entered production on their first rhythm-based title. Original co-founders are participating in advisory roles. Is the world ready to embrace a new entry in the spirit of the classic?
“Our team believed those games might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain optimistic. There’s no reason for it to persist for future fans.”