Guitar Hero at 20 – How a Plastic Axe Bridged the Gap Between Music Fans
It has been two decades since the legendary game first launched across the Atlantic, offering players everywhere the means to become rock legends. Not in reality, but try convincing someone who's mastered the epic lengthy guitar solo before a packed living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to a song. Every sequence corresponded to specific notes, producing the feel of an authentic performance.
Harmonix had already experimented in the music genre before partnering with RedOctane, later purchased by Activision during the mid-2000s. Together, they established the foundations for a surprising massively profitable series that had a significant influence for many musicians featured, introducing classic groups to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced every song since the cost prohibitive,” he explains. “Despite having the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when Guitar Hero took off, album purchases and radio play increased, everyone wanted to participate.”
He adds: “One of the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their children to the songs they loved. It evolved into an intergenerational thing.”
Classic Rock Gains a New Audience
Northern Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game revived classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Typically such music was seen as music that was past it, however once it got featured on the game young people discovered it, suddenly it was cool. That legitimised the genre, and got rid of the outdated tag. It provided our catalog a new life.”
In 2008, the Answer’s debut album was still not available stateside, meaning the game served as a primary platform for exposure for the band during their US tour opening for the rock giants. “The roadies had on the song on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their records. It moved well over 500,000 copies in its first week, while sales of Aerosmith’s music rose significantly during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Recently, an online personality achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging even in expert mode, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. They stated it took months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up actual weapons and enlist,” notes musician the artist.
The band previously completed a profitable run when their hit was featured in the third game, yet he explains it turned them into widely recognized. “I recall our distributors informing us that our selling albums rapidly,” he says. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it threatened to eclipsing all other the band has done. Recently, the song was used in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has their own path in music and I’m glad we played a role in fans' experiences”.
The Lasting Impact from the Iconic Controller
The best marketing, be it for automobiles, apparel or video games, extends beyond than selling something – it inspires a longing. Was the game able to harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most installments came out over a mere half-decade between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have kept the scene alive, and there’s set to be a new product from the original publisher in development. A new studio has begun work on its debut music game. The initial creators are participating as special advisers. Is the world ready to embrace a new entry following the classic?
“Our team believed those games might become like Madden where you can releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”