The Iconic Game Celebrates 20 Years – The Plastic Guitar That Bridged the Gap Among Music Fans
It has been 20 years after Guitar Hero debuted in North America, giving everyday gamers the tools to become a rock star. Figuratively speaking, but try telling that someone who's nailed the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the display synchronized to a song. Each riff corresponded to specific notes, creating the feel of an authentic live show.
Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable series which made a remarkable impact on numerous of the artists included, showcasing decades-old bands to a new generation of younger players.
A former executive, former COO of Harmonix, remembers the early financial challenges of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced every song since the cost was so high,” he says. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero took off, album purchases airtime were going up, all artists desired to be in.”
He adds: “Among the amazing things was how many parents got in touch expressing gratitude for introducing their kids to the songs they loved. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band one featured act included their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game revived classic rock to the forefront: “The game provided a bigger, new demographic. Typically such music was seen as music that was past it, but then once it got featured on the title young people were finding it, abruptly it became trendy. This validated it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the Answer’s first record was still unreleased stateside, meaning the game was a key medium for exposure for the group during their US tour opening for AC/DC. “Their crew had on the song during travel, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and related lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said earned the group more money compared to their records. It sold well over 500,000 units upon release, while demand for Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.
The series continues to inspire nimble-fingered dedication among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. This track is difficult even in the hardest setting, not to mention played at double speed while hitting a single one of its near 4,000 notes. They claimed it took nine months of practice.
“The game offers a, fantasy thing. If you play other games, that doesn’t mean you should use actual weapons and enlist,” says DragonForce guitarist the artist.
The band had already completed a successful tour before their hit was featured in the third game, but Li says it made them a household name. “I recall our distributors calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
Indeed, the band's visibility via the game was so immense that it threatened to eclipsing everything else the band has done. Recently, the song featured in promotional material for a major film. “In the past I felt differently, but now I accept it,” Li says. “If you only listen to a single track, it’s totally cool – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best marketing, whether it’s for cars, apparel or games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “That thrill of being a rock star on the stage. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to participate”.
Most installments came out in just a half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival in 2015.
Titles such as Clone Hero and newer releases have kept the scene alive, with set to be something from the founders on the way. Recently formed developers has begun production on its debut music game. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”