The Iconic Game Celebrates 20 Years – The Plastic Guitar That Bridged Generations Between Rock Fans
It has been two decades after the legendary game hit the market in North America, offering everyday gamers the opportunity to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who's nailed the epic lengthy instrumental break in front of a packed living-room audience.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the screen in time with the music. Each riff corresponded to specific notes, producing the sensation of an authentic performance.
Harmonix had already experimented in the music genre before partnering with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for a surprising massively profitable franchise which made a remarkable impact on numerous musicians featured, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges of licensing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded all the music since the cost was so high,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once the game took off, album purchases airtime increased, everyone wanted to participate.”
He continues: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for exposing their kids to the music they loved. It became an intergenerational thing.”
Timeless Music Gains a New Audience
Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Typically such music was seen as outdated material, but then once it got featured on the game and teenagers were finding it, suddenly it was cool. That legitimised the genre, and got rid of the outdated tag. It gave our catalog renewed popularity.”
In 2008, the band's first record was still not available in the US, meaning Guitar Hero was a key medium of discovery for the band as they went on a North American tour opening for the rock giants. “Their crew had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group greater revenue than any of their records. It moved well over 500,000 copies in its first week, while sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed fanaticism within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. The song is difficult enough on expert mode, not to mention performed at increased tempo while hitting every one of its near 4,000 notes. They claimed requiring months of practice of practice.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you should pick up actual weapons and enlist,” says musician the artist.
The band had already wrapped up a profitable run when their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors informing us that we were records were moving like crazy,” 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 risked overshadow all other accomplishments. Recently, the song was used in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
The best promotion, be it for cars, apparel or 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,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to make music, and their goal was to use technology to enable everyone to do it”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a brief comeback in 2015.
Titles like Clone Hero and Fortnite Festival have maintained the community alive, with expectations of a new product from the original publisher in development. A new studio has begun production on their first music game. The initial creators are participating as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“We thought those games could be similar to sports games where you can update every year,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”