Guitar Hero Turns 20 – The Plastic Guitar That Bridged the Gap Between Music Fans
It has been 20 years since the legendary game debuted in North America, giving players everywhere the tools to feel like a rock star. Not literally, though you'd be hard-pressed convincing someone who has nailed Free Bird’s four-minute guitar solo before a packed crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to match coloured notes moving along the display synchronized to the music. Every sequence mimicked specific notes, producing the feel of an authentic performance.
The studio previously experimented in the music genre prior to teaming up with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for an unlikely billion-dollar series which made a significant influence on numerous of the artists included, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the cost prohibitive,” he says. “Even with the publishing rights alone, it was extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero took off, album purchases airtime were going up, everyone wanted to participate.”
He continues: “Among the amazing things was how many parents reached out expressing gratitude for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series revived classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Typically this had been considered outdated material, but then once it got included in the game young people discovered it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
At that time, the Answer’s debut album was still not available stateside, so the game was a key medium for exposure for the band as they went on a North American tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Major Band Titles and Lasting Influence
Rock’s biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and associated lore, imagery and legendary status. For example, the Aerosmith edition, it was said earned the group more money than any of their studio albums. It sold more than 500,000 units in its first week, while sales of Aerosmith’s music saw an increase significantly at a time when the music business faced decline.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is difficult even in the hardest setting, let alone played at increased tempo while hitting every one of the thousands of cues. The streamer claimed it took months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to use actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall the record label calling to tell me that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it has threatened to overshadow all other accomplishments. Last year, the song featured in a trailer for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.
The Lasting Legacy of a Iconic Controller
The best promotion, whether it’s for automobiles, apparel or video games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement 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 their goal was to leverage innovation to enable everyone to do it”.
The majority installments were released in just a five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.
Titles such as Clone Hero and newer releases have kept the scene alive, and there’s expectations of a new product from the original publisher in development. Recently formed developers has entered work on their first music game. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought those games might become like Madden where you can releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”