The Iconic Game at 20 – How a Plastic Axe Bridged Generations Among Rock Generations
Marking two decades after Guitar Hero hit the market across the Atlantic, offering everyday gamers the tools to feel like a rock star. Not literally, but try convincing someone who has mastered the epic lengthy guitar solo in front of a packed crowd of friends.
Created by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to a song. Each riff mimicked particular chords, producing the feel of an authentic live show.
Harmonix previously tried its hand with rhythm games before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable series which made a remarkable impact for many of the artists featured, showcasing decades-old groups to millions of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles in securing the recordings – even though the first two games mostly used cover versions.
“We reproduced all the music because the cost was so high,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure bands like legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. But once the game took off, album purchases airtime increased, everyone wanted to be in.”
He adds: “Among the amazing things was how many parents got in touch expressing gratitude for exposing their children to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Gains a New Audience
Northern Irish group the Answer included their track in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series revived classic rock to the forefront: “The game provided a bigger, new demographic. Generally such music was seen as outdated material, however once it got included in the title and teenagers discovered it, abruptly it became trendy. That legitimised it, and got rid of the outdated tag. It provided all our music a new life.”
In 2008, the Answer’s debut album remained not available stateside, meaning the game was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “Their crew were playing the song during travel, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their studio albums. It moved more than 500,000 copies in its first week, and sales of Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. The song is difficult even in expert mode, let alone performed at increased tempo while hitting a single one of the thousands of cues. They claimed it took nine months of practice.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you should use actual weapons and enlist,” notes musician the artist.
DragonForce had already completed a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I recall our distributors informing us that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing all other accomplishments. Last year, the track was used in promotional material for a major film. “Previously I thought differently, but now I accept it,” he admits. “Should you just listen to a single track, that's fine – each person has a unique musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for cars, apparel or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, including a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Titles like the fan project and newer releases have maintained the community active, with expectations of a new product from the original publisher in development. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome another game following the classic?
“We thought such titles might become like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”