Guitar Hero Turns 20 – The Plastic Guitar That United the Gap Among Music Fans
It has been two decades after Guitar Hero debuted across the Atlantic, giving everyday gamers the means to feel like rock legends. Not literally, though you'd be hard-pressed telling that someone who's mastered the epic four-minute guitar solo in front of an enthusiastic living-room audience.
Developed by the developers, the game gave players a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to a song. Every sequence corresponded to specific notes, producing the sensation of an authentic live show.
Harmonix previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely billion-dollar series that had a remarkable influence for many of the artists featured, introducing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the recordings – even though the first two games primarily featured cover versions.
“We rerecorded all the music because the cost prohibitive,” he explains. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to be in.”
He adds: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their children to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series revived classic rock to the forefront: “Guitar Hero provided a larger, younger audience. Typically such music was considered music that was past it, but then when it was featured on the title and teenagers discovered it, abruptly it became trendy. This validated it, and got rid of the outdated tag. It provided our catalog a new life.”
At that time, the band's debut album remained not available in the US, so the game served as a primary platform of discovery for the group during their US tour supporting the rock giants. “The roadies were playing the song during travel, and some of them knew us from Guitar Hero,” he notes.
Major Band Titles and Lasting Influence
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and related stories, imagery and legendary status. For example, the Aerosmith edition, reportedly earned the band more money compared to their studio albums. It moved more than 500,000 units in its first week, and demand for their songs saw an increase of up to 40% during an era as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. This track is difficult enough on expert mode, let alone played at increased tempo while hitting every one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and go to war,” notes musician the artist.
DragonForce previously completed a profitable run before their hit appeared in the third game, but Li says it turned them into widely recognized. “I remember our distributors calling to tell me that we were records were moving like crazy,” he says. “It exploded when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing all other accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
The best marketing, be it for automobiles, clothes or games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a music icon in the spotlight. From day one, the creators believed humans have a natural human desire to make music, and their goal was to use technology 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 in plastic instruments died down, aside from a short-lived revival in 2015.
Titles such as Clone Hero and newer releases have maintained the scene alive, with expectations of a new product from the original publisher on the way. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games might become like Madden where you can update every year,” he remarks. “There’s so much new music it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist with new generations.”