Guitar Hero Celebrates 20 Years – The Plastic Guitar That Bridged Generations Among Rock Fans
It has been 20 years after Guitar Hero debuted in North America, providing everyday gamers the opportunity to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s lengthy instrumental break before a packed living-room audience.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to a song. Each riff mimicked particular chords, producing the sensation of a genuine performance.
The studio previously experimented in the music genre prior to teaming up with the publisher, which was acquired by Activision in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar franchise that had a significant impact for many musicians included, showcasing classic groups to millions of younger players.
Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles in securing the recordings – even though initial releases primarily featured rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game became a hit, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many parents got in touch and thanked us for exposing their kids to the music they adored. It evolved into a multigenerational thing.”
Classic Rock Finds a New Audience
Irish group one featured act included their track on the 2008 game the popular installment. Lead musician the artist remembers the way the game revived classic rock back into vogue: “The game provided a bigger, younger audience. Generally such music was seen as outdated material, but then once it got featured on the title young people discovered it, abruptly it became trendy. This validated it, eliminating the outdated tag. It gave our catalog renewed popularity.”
At that time, the band's first record remained not available stateside, so Guitar Hero served as a primary platform for exposure for the band as they went on US tour supporting AC/DC. “The roadies were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their records. It sold well over 500,000 copies upon release, and sales of Aerosmith’s music rose significantly at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. The song is difficult enough on the hardest setting, let alone played at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“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,” notes musician Herman Li.
DragonForce previously completed a profitable run before 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 our selling albums like crazy,” he says. “It exploded when we next toured, and we performed right ahead of top acts at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing all other accomplishments. Last year, the song featured in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
The best marketing, be it for cars, clothes or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to do it”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring spin-offs such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival several years later.
Titles such as Clone Hero and Fortnite Festival have maintained the scene alive, and there’s set to be something from the founders in development. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought those games might become like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist with new generations.”