Guitar Hero Turns 20 – How a Plastic Axe United the Gap Between Rock Generations
It has been 20 years since the legendary game first launched across the Atlantic, providing everyday gamers the tools to feel like a rock star. Not in reality, but try telling that someone who has mastered 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 match on-screen cues scrolling down the display synchronized to the music. Every sequence mimicked specific notes, producing the feel of an authentic performance.
Harmonix had already experimented in the music genre prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar series which made a remarkable impact for many musicians featured, showcasing classic bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles in securing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We reproduced every song because the cost was so high,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero took off, album purchases airtime increased, all artists desired to participate.”
He adds: “One of the amazing things was how many parents got in touch expressing gratitude for introducing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series revived classic rock back into vogue: “The game provided a larger, new demographic. Typically this had been considered music that was past it, however once it got featured on the game young people discovered it, suddenly it became trendy. This validated it, eliminating the outdated tag. It gave all our music a new life.”
At that time, the band's first record was still not available in the US, so the game was a key medium for exposure for the band during their a North American tour supporting AC/DC. “The roadies were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group more money than any of their records. It moved well over 500,000 copies in its first week, and sales of Aerosmith’s music saw an increase significantly at a time as the industry faced decline.
Guitar Hero still motivates nimble-fingered dedication among its fans. Earlier this year, an online personality achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. This track is challenging even in expert mode, not to mention performed at double speed while hitting a single one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“The game is a fun, imaginary experience. Just as with other games, it doesn't imply you should pick up actual weapons and enlist,” says musician Herman Li.
DragonForce previously completed a profitable run before their hit was featured in the third game, but Li says it made them widely recognized. “I remember the record label informing us that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”
In fact, the band's visibility via the game was so immense that it has threatened to overshadow all other accomplishments. Recently, the track was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, be it for cars, apparel or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the co-founders believed there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to participate”.
The majority of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring derivative titles like the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.
Titles such as the fan project and Fortnite Festival have maintained the scene alive, and there’s set to be a new product from the founders on the way. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?
“We thought those games might become similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible for it to persist for future fans.”