Guitar Hero at 20 – How a Plastic Axe Connected Generations Among Rock Fans
Marking two decades since the legendary game first launched across the Atlantic, giving players everywhere the means to become rock legends. Not in reality, but try telling that someone who's mastered Free Bird’s four-minute guitar solo in front of a packed crowd of friends.
Developed by the developers, the game provided users with a guitar-shaped controller to match coloured notes scrolling down the display synchronized to the music. Every sequence corresponded to specific notes, creating the feel of an authentic live show.
Harmonix had already tried its hand with rhythm games before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising massively profitable series which made a significant impact on numerous musicians included, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles of licensing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song because the cost was so high,” he says. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. But once Guitar Hero became a hit, and record sales airtime increased, all artists desired to participate.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock back into vogue: “Guitar Hero provided a larger, younger audience. Generally this had been considered outdated material, but then once it got featured on the game young people discovered it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It gave all our music a new life.”
In 2008, the Answer’s first record remained not available in the US, so the game served as a primary platform for exposure for the band during their US tour supporting the rock giants. “Their crew had on Never Too Late during travel, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their records. It moved more than 500,000 copies in its first week, while demand for Aerosmith’s music saw an increase significantly during an era as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, a streamer completed a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is challenging enough on expert mode, let alone performed at double speed and without missing every one of the thousands of cues. They claimed requiring nine months of practice.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should use a real gun and go to war,” notes DragonForce guitarist the artist.
DragonForce previously wrapped up a successful tour before their hit appeared in the third game, yet he explains it turned them into widely recognized. “I recall the record label informing us that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow all other accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “Previously 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 a unique 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 automobiles, clothes or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to participate”.
Most installments came out over a mere five-year period from 2005 to 2010, including spin-offs like DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, aside from a short-lived revival in 2015.
Games such as the fan project and newer releases have kept the scene active, and there’s set to be something from the founders on the way. Recently formed developers has begun production on their first music game. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“We thought such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music that it could be perennially popular, thus I remain optimistic. There’s no reason for it to continue with new generations.”