Guitar Hero Turns 20 – How a Plastic Axe United Generations Between Rock Fans
It has been two decades since Guitar Hero debuted in North America, providing players everywhere the means to become rock legends. Not literally, though you'd be hard-pressed telling that anyone who's nailed the epic lengthy guitar solo in front of a packed living-room audience.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes moving along the display in time with a song. Every sequence mimicked specific notes, producing the feel of an authentic live show.
The studio had already experimented with rhythm games prior to teaming up with the publisher, later acquired by Activision in 2006. Together, they laid the groundwork for an unlikely billion-dollar series that had a remarkable influence on numerous musicians featured, introducing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges in securing the recordings – despite the fact the first two games primarily featured cover versions.
“We rerecorded all the music because the cost was so high,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once Guitar Hero took off, album purchases and radio play were going up, all artists desired to participate.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their children to the music they loved. It became an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act included their track in the 2008 release the popular installment. Lead musician the artist recalls how the series revived older hits back into vogue: “Guitar Hero provided a larger, younger audience. Typically this had been seen as music that was past it, but then when it was included in the title young people discovered it, abruptly it was cool. This validated it, eliminating the outdated tag. It provided our catalog renewed popularity.”
In 2008, the band's debut album remained not available in the US, meaning Guitar Hero was a key medium of discovery for the band during their US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the group more money compared to their records. It moved well over 500,000 units in its first week, while sales of their songs rose of up to 40% during an era when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. This track is difficult enough on expert mode, let alone performed at increased tempo while hitting every one of the thousands of cues. They claimed it took nine months to accomplish.
“Guitar Hero offers a, fantasy thing. If you play other games, it doesn't imply you should pick up actual weapons and go to war,” notes DragonForce guitarist the artist.
The band previously completed a profitable run when their hit appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors calling to tell me that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we performed just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy of a Iconic Controller
Top-tier promotion, whether it’s for cars, clothes or video games, extends beyond than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the creators believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a short-lived revival several years later.
Games such as Clone Hero and newer releases have kept the community active, with expectations of something from the founders on the way. A new studio has entered work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry following Guitar Hero?
“We thought such titles might become similar to sports games where you can releases,” Dornbrook says. “With abundant new music that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”