Guitar Hero at 20 – How a Plastic Axe Connected the Gap Between Music Generations
Marking 20 years since the legendary game first launched in North America, providing players everywhere the tools to feel like a rock star. Not in reality, though you'd be hard-pressed convincing someone who has mastered the epic four-minute instrumental break before an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display in time with a song. Every sequence mimicked specific notes, creating the sensation of an authentic live show.
Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Together, they laid the groundwork for an unlikely billion-dollar series which made a remarkable impact for many musicians included, introducing classic bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he explains. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero took off, album purchases airtime increased, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many parents reached out and thanked us for introducing their kids to the music they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series brought classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Typically this had been seen as outdated material, however once it got featured on the title and teenagers were finding it, abruptly it became trendy. That legitimised the genre, eliminating the outdated label. It gave our catalog a new life.”
At that time, the band's debut album remained unreleased stateside, meaning the game was a key medium for exposure for the band during their a North American tour opening for AC/DC. “Their crew were playing the song on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Major Band Titles Enduring Influence
Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and related lore, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the group greater revenue compared to their records. It moved well over half a million copies in its first week, while demand for their songs saw an increase significantly at a time when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with similar gameplay and extensive personalization features. The song is challenging enough on expert mode, not to mention performed at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use a real gun and go to war,” says musician the artist.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I recall our distributors calling to tell me that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it risked overshadow all other accomplishments. Recently, the song featured in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy of a Iconic Controller
Top-tier marketing, be it for automobiles, apparel or video games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to do it”.
The majority of Guitar Hero games were released over a mere five-year period between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, except for a brief comeback several years later.
Titles like Clone Hero and Fortnite Festival have maintained the community alive, with set to be something from the original publisher on the way. Recently formed developers has entered production on its debut music game. The initial creators are participating as special advisers. Is the world prepared to welcome another game following the classic?
“Our team believed such titles could be like Madden allowing annual releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue for future fans.”