The Iconic Game at 20 – How a Plastic Axe United Generations Between Music Generations

It has been 20 years since Guitar Hero hit the market in North America, giving players everywhere the means to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed the epic four-minute instrumental break before a packed crowd of friends.

Created by the developers, the game gave players a guitar-shaped controller to follow coloured notes scrolling down the screen in time with the music. Every sequence mimicked particular chords, producing the feel of an authentic performance.

Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, later purchased by Activision in 2006. Together, they established the groundwork for an unlikely billion-dollar series that had a significant influence on numerous musicians featured, introducing decades-old groups to millions of younger players.

A former executive, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the recordings – even though the first two games mostly used rerecorded tracks.

“We rerecorded every song since the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once Guitar Hero took off, album purchases airtime increased, everyone wanted to be in.”

He adds: “Among the remarkable aspects was how many parents got in touch expressing gratitude for introducing their kids to the songs they loved. It became a multigenerational thing.”

Classic Rock Gains Younger Fans

Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Guitarist the artist recalls the way the game revived classic rock to the forefront: “The game provided a bigger, younger audience. Generally such music was seen as music that was past it, however when it was featured on the title young people discovered it, suddenly it was cool. This validated it, and got rid of the outdated label. It gave our catalog renewed popularity.”

At that time, the Answer’s debut album remained unreleased in the US, so the game was a key medium for exposure for the group during their a North American tour supporting AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them recognized us thanks to the game,” he notes.

Major Band Titles and Lasting Influence

Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It moved well over half a million units in its first week, and sales of their songs rose significantly at a time when the music business faced decline.

Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of personalization features. The song is difficult even in the hardest setting, not to mention played at double speed and without missing a single one of the thousands of cues. The streamer stated requiring nine months of practice.

“The game is a fun, imaginary experience. Just as with other games, it doesn't imply you should use a real gun and enlist,” notes DragonForce guitarist the artist.

The band previously completed a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I recall our distributors informing us that our selling albums rapidly,” he says. “Popularity surged 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 risked eclipsing everything else the band has done. Last year, the song was used in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Legacy of a Plastic Guitar

Top-tier promotion, whether it’s for automobiles, apparel or games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” he confirms. “That thrill of being a music icon on the stage. From day one, the creators believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to allow people to do it”.

Most installments came out in just a five-year period from 2005 to 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.

Titles like the fan project and Fortnite Festival have maintained the scene active, and there’s expectations of something from the original publisher on the way. Recently formed developers has begun production on its debut music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of Guitar Hero?

“Our team believed those games could be like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”

Caitlin Jones
Caitlin Jones

A dedicated father and lifestyle blogger sharing practical advice and personal experiences to help fellow dads navigate the challenges of modern parenting.

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