Guitar Hero Celebrates 20 Years – How a Plastic Axe Connected Generations Among Music Fans
It has been 20 years after the legendary game debuted across the Atlantic, offering players everywhere the opportunity to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who's mastered the epic lengthy instrumental break before a packed crowd of friends.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the display synchronized to the music. Every sequence corresponded to particular chords, creating the feel of an authentic live show.
The studio previously tried its hand in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable series which made a remarkable influence on numerous musicians featured, showcasing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced every song because the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was how many mothers and fathers reached out expressing gratitude for introducing their kids to the songs they adored. It evolved into an intergenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Generally this had been considered outdated material, however once it got featured on the game young people were finding it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ label. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album was still not available stateside, meaning the game was a key medium of discovery for the group during their US tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized game editions centered around each band’s catalogue and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their studio albums. It moved well over half a million copies in its first week, and sales of their songs saw an increase significantly during an era when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. The song is challenging even in expert mode, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up a real gun and go to war,” says musician Herman Li.
The band previously wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember the record label informing us that we were records were moving like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it has risked eclipsing all other accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just listen to a single track, that's fine – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Iconic Controller
Top-tier promotion, be it for cars, clothes or games, extends beyond than selling something – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.
The majority installments came out in just a half-decade between 2005 and 2010, including derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have kept the community active, with expectations of a new product from the founders in development. A new studio has entered work on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?
“Our team believed those games might become similar to sports games where you can releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”