Guitar Hero Turns 20 – How a Plastic Axe United the Gap Between Music Fans
Marking 20 years since Guitar Hero first launched in North America, offering everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try convincing anyone who's mastered the epic four-minute instrumental break in front of a packed crowd of friends.
Created by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the screen in time with the music. Every sequence mimicked particular chords, producing the feel of a genuine performance.
The studio previously tried its hand with rhythm games before partnering with the publisher, which was acquired by Activision during the mid-2000s. Together, they established the foundations for a surprising massively profitable franchise which made a remarkable influence on numerous of the artists included, introducing classic bands to millions of younger players.
A former executive, former COO from the developer, recalls the early budgetary hurdles of licensing the songs – even though initial releases primarily featured cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero took off, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their children to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Gains a New Audience
Northern Irish group the Answer included their track in the 2008 release the popular installment. Guitarist the artist remembers the way the game brought older hits back into vogue: “Guitar Hero provided a bigger, new demographic. Generally such music was considered music that was past it, but then once it got included in the game young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the outdated label. It gave our catalog renewed popularity.”
In 2008, the band's debut album 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 the rock giants. “The roadies were playing Never Too Late during travel, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their studio albums. It sold well over half a million copies upon release, and sales of Aerosmith’s music rose of up to 40% during an era when the music business faced decline.
The series continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is challenging even in the hardest setting, let alone played at increased tempo and without missing a single one of the thousands of cues. The streamer claimed it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you ought to use a real gun and enlist,” says musician Herman Li.
DragonForce had already wrapped up a profitable run before their hit appeared in the third game, yet he explains it made them a household name. “I remember the record label calling to tell me that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it risked overshadow all other the band has done. Last year, the song featured in a trailer for a major film. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy of a Plastic Guitar
Top-tier promotion, whether it’s for cars, clothes or games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and they wanted to leverage innovation to allow people to participate”.
Most installments came out in just a half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival in 2015.
Games like Clone Hero and newer releases have kept the scene active, with set to be something from the original publisher on the way. A new studio has entered production on its debut rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles might become similar to sports games where you can releases,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”