Guitar Hero Turns 20 – How a Plastic Axe United the Gap Among Rock Fans
It has been 20 years after the legendary game debuted in North America, providing everyday gamers the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the display in time with the music. Each riff corresponded to particular chords, creating the sensation of an authentic performance.
The studio previously tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise that had a significant impact on numerous of the artists featured, showcasing decades-old bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music since the cost prohibitive,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game became a hit, album purchases airtime increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of parents reached out and thanked us for exposing their children to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band one featured act had their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game revived older hits to the forefront: “The game provided a larger, new demographic. Generally this had been seen as outdated material, but then when it was featured on the game and teenagers were finding it, abruptly it became trendy. This validated the genre, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the Answer’s first record remained not available stateside, so Guitar Hero served as a primary platform of discovery for the group during their US tour opening for the rock giants. “Their crew were playing the song during travel, and some of them knew us thanks to the game,” he notes.
Major Band Spin-offs Enduring Influence
Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on their music collections and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band more money than any of their studio albums. It moved well over 500,000 units upon release, and sales of their songs rose of up to 40% during an era when the music business faced decline.
The series continues to inspire nimble-fingered dedication within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult even in the hardest setting, let alone performed at increased tempo while hitting a single one of its near 4,000 notes. They stated it took months of practice of practice.
“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you ought to use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors informing us that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else accomplishments. Last year, the track featured in a trailer for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only listen to a single track, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best promotion, whether it’s for cars, apparel or video games, extends beyond mere transactions – it inspires a longing. Was the game able to harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. Since the beginning, the co-founders believed humans have a natural urge to make music, and their goal was to use technology to allow people to do it”.
The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a brief comeback several years later.
Games like the fan project and newer releases have maintained the scene active, with expectations of something from the original publisher in development. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed those games could be like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”