The Iconic Game Celebrates 20 Years – How a Plastic Axe United the Gap Among Rock Generations
It has been two decades since the legendary game first launched across the Atlantic, offering players everywhere the tools to feel like a rock star. Not in reality, but try telling that someone who's mastered Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes scrolling down the display synchronized to the music. Each riff mimicked particular chords, producing the sensation of a genuine performance.
Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by Activision during the mid-2000s. Together, they established the groundwork for a surprising massively profitable series which made a remarkable influence for many musicians featured, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song because the cost was so high,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game took off, album purchases and radio play increased, all artists desired to be in.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Generally this had been seen as outdated material, however once it got featured on the game young people were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave our catalog a new life.”
At that time, the Answer’s first record was still unreleased stateside, so Guitar Hero was a key medium for exposure for the group as they went on US tour supporting the rock giants. “The roadies were playing the song during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on their music collections and related stories, visuals 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 sold well over half a million copies upon release, while sales of Aerosmith’s music saw an increase of up to 40% at a time as the industry was already collapsing.
The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. The song is difficult enough on expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. They claimed requiring months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to use actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it turned them into a household name. “I recall the record label informing us that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it risked overshadow everything else the band has done. Recently, the song featured in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy of a Iconic Controller
Top-tier promotion, be it for cars, clothes or video games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the creators believed humans have a natural urge to make music, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a brief comeback several years later.
Titles like Clone Hero and Fortnite Festival have maintained the community alive, with set to be a new product from the founders on the way. Recently formed developers has entered work on their first music game. The initial creators are participating in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed such titles might become like Madden allowing annual releases,” Dornbrook says. “There’s so much new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”