The Iconic Game Celebrates 20 Years – The Plastic Guitar That Connected the Gap Between Rock Generations
It has been 20 years since the legendary game first launched across the Atlantic, giving players everywhere the means to become a rock star. Not literally, but try telling that anyone who's nailed the epic four-minute guitar solo in front of a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to a song. Every sequence corresponded to specific notes, producing the sensation of an authentic performance.
The studio previously experimented in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable series which made a significant impact for many musicians included, introducing decades-old bands to a new generation of younger players.
A former executive, former COO from the developer, recalls the early financial challenges in securing the recordings – even though the first two games mostly used rerecorded tracks.
“We reproduced every song because the dollar figure was so high,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, album purchases airtime were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was how many parents got in touch expressing gratitude for introducing their children to the songs they loved. It became an intergenerational thing.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Lead musician Paul Mahon remembers the way the game revived older hits to the forefront: “Guitar Hero provided a larger, new demographic. Generally this had been considered music that was past it, but then when it was featured on the title and teenagers were finding it, suddenly it was cool. That legitimised the genre, and got rid of the outdated label. It provided our catalog renewed popularity.”
In 2008, the band's debut album remained not available in the US, meaning the game was a key medium for exposure for the group during their a North American tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in specialized game editions centered around their music collections and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their records. It sold more than 500,000 copies upon release, while sales of Aerosmith’s music rose significantly during an era when the music business faced decline.
The series still motivates quick-handed fanaticism within the community. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. This track is difficult enough on the hardest setting, not to mention played at double speed and without missing a single one of its near 4,000 notes. They claimed requiring nine months to accomplish.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you ought to use a real gun and enlist,” notes musician Herman Li.
DragonForce previously wrapped up a profitable run before their hit was featured in the third game, but Li says it made them widely recognized. “I remember the record label informing us that our selling albums rapidly,” he shares. “Popularity surged when we next toured, and we performed just before the headliners at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it has risked overshadow everything else accomplishments. Last year, the track was used in a trailer for a major film. “Previously I felt differently, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – each person has their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy of a Iconic Controller
The best marketing, whether it’s for cars, clothes or video games, goes further mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the co-founders believed humans have a natural urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.
The majority installments came out over a mere half-decade between 2005 and 2010, featuring spin-offs such as the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, aside from a short-lived revival several years later.
Titles like the fan project and newer releases have kept the scene active, and there’s expectations of something from the original publisher on the way. Recently formed developers has begun production on its debut music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become like Madden allowing annual releases,” he remarks. “There’s so much fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”