Guitar Hero Celebrates 20 Years – The Plastic Guitar That United Generations Among Music Generations
It has been two decades since Guitar Hero first launched across the Atlantic, providing everyday gamers the opportunity to become rock legends. Not literally, though you'd be hard-pressed convincing someone who's mastered the epic four-minute instrumental break in front of a packed crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the display synchronized to the music. Each riff corresponded to specific notes, producing the sensation of an authentic live show.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable franchise which made a significant impact on numerous of the artists included, showcasing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the early budgetary hurdles in securing the songs – despite the fact initial releases mostly used cover versions.
“We reproduced every song since the cost was so high,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when Guitar Hero took off, album purchases airtime were going up, everyone wanted to be in.”
He adds: “Among the amazing things was how many parents reached out expressing gratitude for introducing their children to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act had their track on the 2008 game the popular installment. Lead musician the artist recalls how the series brought older hits back into vogue: “Guitar Hero offered a larger, younger audience. Generally this had been considered music that was past it, however once it got included in the title and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
At that time, the Answer’s first record remained unreleased stateside, meaning Guitar Hero was a key medium of discovery for the band during their US tour supporting AC/DC. “Their crew had on the song on the tour bus, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Rock’s heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their studio albums. It sold well over 500,000 units in its first week, and sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.
The series still motivates nimble-fingered dedication among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with similar gameplay but an array of personalization features. The song is difficult even in expert mode, not to mention played at increased tempo and without missing every one of the thousands of cues. They stated it took months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up a real gun and enlist,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it turned them into widely recognized. “I remember the record label informing us that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it has risked eclipsing all other the band has done. Recently, the track featured in a trailer for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
Top-tier marketing, be it for cars, clothes or video games, extends beyond than selling something – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most installments came out in just a five-year period from 2005 to 2010, featuring spin-offs like the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Titles like the fan project and newer releases have maintained the scene alive, with set to be something from the founders on the way. Recently formed developers has begun production on their first music game. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought those games might become similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”