The Iconic Game at 20 – The Plastic Guitar That Connected the Gap Among Music Fans
It has been two decades after Guitar Hero first launched across the Atlantic, giving everyday gamers the opportunity to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who has mastered the epic lengthy guitar solo in front of a packed crowd of friends.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the screen in time with the music. Each riff mimicked specific notes, producing the sensation of a genuine live show.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they established the foundations for an unlikely billion-dollar series which made a remarkable impact for many of the artists included, introducing classic groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges in securing the songs – even though the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game took off, album purchases and radio play increased, everyone wanted to participate.”
He continues: “Among the amazing things was how many parents reached out and thanked us for introducing their children to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish group one featured act included their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers the way the game revived older hits to the forefront: “The game offered a larger, younger audience. Typically this had been considered outdated material, but then when it was featured on the game and teenagers were finding it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It provided our catalog a new life.”
At that time, the Answer’s debut album remained not available stateside, meaning Guitar Hero was a key medium of discovery for the group during their US tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their studio albums. It sold well over half a million copies in its first week, and demand for Aerosmith’s music rose significantly during an era when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay but an array of personalization features. The song is difficult enough on expert mode, not to mention played at increased tempo while hitting every one of the thousands of cues. They stated requiring nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you ought to use actual weapons and enlist,” notes musician Herman Li.
The band 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 widely recognized. “I recall the record label calling to tell me that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing everything else accomplishments. Recently, the song featured in a trailer for a major film. “Previously I thought otherwise, but now I accept it,” Li says. “If you only hear a single track, that's fine – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
Enduring Legacy of a Iconic Controller
Top-tier promotion, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to participate”.
Most installments were released over a mere five-year period between 2005 and 2010, including derivative titles like the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have maintained the community alive, and there’s set to be a new product from the original publisher in development. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers prepared to welcome another game following the classic?
“Our team believed those games could be similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible for it to persist for future fans.”