Guitar Hero Celebrates 20 Years – The Plastic Guitar That Bridged the Gap Between Music Fans
It has been 20 years since the legendary game first launched across the Atlantic, providing everyday gamers the tools to become rock legends. Not in reality, but try telling that anyone who has nailed Free Bird’s four-minute guitar solo before a packed living-room audience.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with the music. Every sequence corresponded to particular chords, producing the sensation of a genuine live show.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable series which made a significant influence for many musicians featured, showcasing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded all the music since the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, and record sales airtime were going up, everyone wanted to be in.”
He adds: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their children to the songs they loved. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Irish blues-rock band the Answer had their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series revived classic rock back into vogue: “Guitar Hero provided a bigger, younger audience. Typically this had been considered outdated material, but then once it got featured on the title and teenagers were finding it, abruptly it was cool. This validated it, eliminating the outdated tag. It gave our catalog a new life.”
In 2008, the band's first record was still unreleased in the US, meaning the game was a key medium for exposure for the group as they went on a North American tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and several recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Impact
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their records. It sold more than half a million copies in its first week, while demand for their songs rose of up to 40% during an era when the music business was already collapsing.
The series still motivates nimble-fingered dedication within the community. Earlier this year, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by the game – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. The song is challenging enough on the hardest setting, let alone performed at increased tempo while hitting a single one of the thousands of cues. The streamer stated it took nine months of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a successful tour before Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that we were records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”
Indeed, the band's visibility via the game proved so vast that it has risked overshadow everything else accomplishments. Recently, the song featured in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Iconic Controller
Top-tier promotion, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the co-founders felt that humans have a natural human desire to make music, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, aside from a brief comeback several years later.
Titles such as Clone Hero and newer releases have kept the community active, and there’s set to be something from the original publisher on the way. Recently formed developers has entered work on their first music game. Original co-founders are participating in advisory roles. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games could be like Madden allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”