Guitar Hero Celebrates 20 Years – How a Plastic Axe Connected the Gap Between Music Generations
Marking two decades after the legendary game first launched across the Atlantic, giving players everywhere the tools to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who's nailed the epic lengthy guitar solo in front of a packed crowd of friends.
Created by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to the music. Each riff mimicked specific notes, creating the sensation of a genuine live show.
Harmonix previously tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising massively profitable series which made a significant impact for many musicians featured, introducing decades-old groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges in securing the recordings – even though the first two games primarily featured cover versions.
“We reproduced all the music since the cost prohibitive,” he explains. “Even with the publishing rights alone, it was nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. But once the game took off, album purchases airtime increased, all artists desired to participate.”
He continues: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for exposing their kids to the songs they adored. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game revived classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Generally such music was considered outdated material, but then once it got included in the title and teenagers discovered it, abruptly it was cool. This validated it, eliminating the outdated tag. It gave all our music a new life.”
In 2008, the band's debut album was still not available stateside, meaning Guitar Hero served as a primary platform for exposure for the band as they went on US tour supporting AC/DC. “The roadies were playing the song during travel, and several knew us thanks to the game,” he notes.
Major Band Titles Enduring Influence
Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on each band’s catalogue and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their studio albums. It moved more than 500,000 copies upon release, and sales of their songs rose significantly during an era when the music business was already collapsing.
The series continues to inspire quick-handed dedication within the community. Earlier this year, an online personality achieved an impressive attempt featuring the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. The song is difficult even in expert mode, 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 is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should use a real gun and go to war,” notes musician the artist.
The band previously completed a successful tour before their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that our selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it risked eclipsing all other accomplishments. Last year, the song was used in promotional material for a major film. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, that's fine – each person has their own path in music and I’m glad we played a role in fans' experiences”.
Enduring Impact from the Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a music icon on the stage. From day one, the creators felt that humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, including derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.
Titles like the fan project and Fortnite Festival have kept the community active, and there’s expectations of something from the original publisher on the way. A new studio has entered 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 the classic?
“Our team believed such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much new music that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”