Guitar Hero Turns 20 – The Plastic Guitar That Bridged Generations Between Rock Generations
Marking 20 years since Guitar Hero debuted in North America, giving everyday gamers the means to feel like a rock star. Not literally, but try convincing anyone who's nailed the epic four-minute instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to a song. Every sequence mimicked specific notes, creating the feel of a genuine performance.
The studio previously experimented in the music genre before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable franchise which made a remarkable influence on numerous of the artists included, showcasing classic bands to a new generation of younger players.
A former executive, former COO of Harmonix, recalls the initial financial challenges in securing the songs – despite the fact the first two games mostly used cover versions.
“We reproduced all the music since the cost was so high,” he says. “Despite having the publishing rights by themselves, it proved nearly impossible. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero took off, album purchases airtime were going up, all artists desired to participate.”
He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their children to the music they loved. It evolved into an intergenerational thing.”
Classic Rock Gains a New Audience
Irish group one featured act had their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game brought classic rock back into vogue: “The game provided a larger, new demographic. Typically this had been seen as music that was past it, however when it was included in the game and teenagers discovered it, abruptly it was cool. This validated the genre, eliminating the outdated label. It provided all our music renewed popularity.”
In 2008, the band's first record was still unreleased stateside, so the game was a key medium of discovery for the band as they went on US tour opening for AC/DC. “The roadies had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their studio albums. It moved well over 500,000 units in its first week, and sales of Aerosmith’s music rose significantly at a time as the industry was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay but an array of personalization features. This track is challenging even in expert mode, not to mention performed at increased tempo while hitting a single one of the thousands of cues. They claimed requiring months of practice of practice.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and go to war,” notes DragonForce guitarist the artist.
DragonForce previously completed a successful tour before Through the Fire and Flames appeared in the third game, but Li says it made them widely recognized. “I recall the record label informing us that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked overshadow everything else accomplishments. Last year, the song featured in a trailer for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best promotion, be it for automobiles, apparel or video games, goes further than selling something – it evokes a desire. Was the game able to 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 creators felt that there’s an instinctive urge to make music, and they wanted to use technology to allow people to do it”.
Most of Guitar Hero games came out in just a half-decade between 2005 and 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have maintained the community alive, with set to be a new product from the original publisher in development. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?
“Our team believed such titles could be similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”