The Iconic Game Turns 20 – The Plastic Guitar That Bridged the Gap Among Rock Fans
It has been 20 years after Guitar Hero hit the market across the Atlantic, offering players everywhere the means to become rock legends. Not literally, though you'd be hard-pressed convincing someone who has mastered the epic lengthy guitar solo before an enthusiastic crowd of friends.
Developed by the developers, the game gave players a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to a song. Each riff mimicked specific notes, creating the feel of a genuine performance.
The studio had already tried its hand with rhythm games prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable series which made a remarkable impact on numerous musicians included, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges of licensing the recordings – despite the fact initial releases primarily featured cover versions.
“We reproduced every song because the cost prohibitive,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, and record sales and radio play increased, everyone wanted to participate.”
He adds: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their children to the music they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish group one featured act included Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers how the series revived older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Generally such music was considered music that was past it, however once it got included in the title and teenagers were finding it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”
In 2008, the Answer’s first record remained unreleased in the US, meaning the game served as a primary platform of discovery for the band as they went on US tour opening for AC/DC. “Their crew had on the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their records. It sold well over half a million units upon release, and demand for their songs rose significantly during an era as the industry faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. This track is difficult even in the hardest setting, let alone played at double speed while hitting a single one of the thousands of cues. The streamer claimed it took months of practice of practice.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up a real gun and go to war,” says DragonForce guitarist the artist.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I recall the record label informing us that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it risked overshadow everything else accomplishments. Recently, the song was used in promotional material for a major film. “Previously I felt differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier marketing, whether it’s for cars, apparel or games, goes further than selling something – it inspires a desire. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the creators believed there’s an instinctive urge to create songs, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games were released in just a five-year period from 2005 to 2010, including spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival in 2015.
Titles such as Clone Hero and newer releases have kept the community active, and there’s set to be a new product from the founders on the way. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are participating in advisory roles. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“We thought those games might become like Madden allowing annual releases,” he remarks. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”