Guitar Hero Turns 20 – The Plastic Guitar That Bridged the Gap Among Music Generations
Marking 20 years after the legendary game hit the market across the Atlantic, offering everyday gamers the opportunity to become rock legends. Figuratively speaking, but try telling that someone who's nailed the epic four-minute guitar solo before a packed crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with the music. Every sequence mimicked specific notes, creating the sensation of an authentic performance.
The studio had already experimented with rhythm games before partnering with the publisher, later acquired by the gaming giant in 2006. Together, they established the groundwork for an unlikely billion-dollar franchise which made a significant influence for many musicians included, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music since the cost prohibitive,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when the game became a hit, and record sales and radio play were going up, all artists desired to be in.”
He continues: “One of the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer had Never Too Late on the 2008 game the popular installment. Lead musician the artist recalls the way the game brought classic rock to the forefront: “The game provided a bigger, new demographic. Generally such music was seen as music that was past it, however when it was featured on the title young people were finding it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the Answer’s debut album remained not available in the US, so the game served as a primary platform for exposure for the group during their US tour opening for the rock giants. “The roadies had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Influence
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their records. It moved more than 500,000 units in its first week, while demand for their songs rose significantly at a time as the industry faced decline.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is difficult even in the hardest setting, not to mention played at increased tempo and without missing every one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“The game offers a, imaginary experience. Just as with other games, it doesn't imply you ought to use actual weapons and enlist,” says musician Herman Li.
The band previously wrapped up a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it turned them into widely recognized. “I remember our distributors calling to tell me that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing everything else accomplishments. Last year, the song featured in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – everyone’s got their own musical journey and I’m glad we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best marketing, be it for cars, apparel or games, extends beyond than selling something – it evokes a desire. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the creators believed humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a short-lived revival in 2015.
Titles like the fan project and Fortnite Festival have maintained the community active, with expectations of a new product from the original publisher on the way. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“We thought such titles might become like Madden where you can releases,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain hopeful. There’s no reason for it to persist for future fans.”