The Iconic Game Turns 20 – The Plastic Guitar That United Generations Among Rock Fans
It has been two decades after Guitar Hero hit the market in North America, giving players everywhere the tools to become rock legends. Not in reality, though you'd be hard-pressed telling that someone who has mastered Free Bird’s four-minute guitar solo in front of a packed crowd of friends.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the screen synchronized to a song. Every sequence mimicked specific notes, producing the sensation of an authentic live show.
Harmonix previously experimented with rhythm games before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar franchise which made a significant impact for many musicians included, showcasing classic bands to millions of younger players.
A former executive, former COO from the developer, remembers the initial financial challenges in securing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded all the music since the cost was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game took off, and record sales and radio play were going up, everyone wanted to be in.”
He continues: “Among the remarkable aspects was how many parents reached out and thanked us for introducing their children to the songs they loved. It became a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series revived older hits back into vogue: “Guitar Hero provided a larger, new demographic. Generally such music was considered outdated material, however once it got included in the game young people were finding it, abruptly it was cool. That legitimised the genre, and got rid of the outdated tag. It provided our catalog a new life.”
At that time, the band's first record remained unreleased stateside, meaning Guitar Hero was a key medium of discovery for the group 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.
Rock’s Heavyweight Titles and Lasting Impact
Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their studio albums. It sold well over half a million copies in its first week, and sales of Aerosmith’s music saw an increase significantly at a time as the industry faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is difficult enough on the hardest setting, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. They stated requiring nine months of practice.
“The game is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to pick up actual weapons and go to war,” notes musician Herman Li.
DragonForce previously completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors calling to tell me that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it risked overshadow all other the band has done. Recently, the track was used in promotional material for Despicable Me 4. “In the past I felt differently, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best marketing, 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 our team trying to create,” Dornbrook says. “That thrill of being a music icon in the spotlight. From day one, the creators believed there’s an instinctive urge to create songs, and their goal was to use technology to allow people to participate”.
Most installments came out over a mere half-decade between 2005 and 2010, including spin-offs such as the DJ version, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival in 2015.
Games such as Clone Hero and newer releases have maintained the scene active, with expectations of a new product from the founders on the way. A new studio has entered work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“We thought such titles might become like Madden where you can releases,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”