Guitar Hero Turns 20 – The Plastic Guitar That Bridged the Gap Between Rock Generations
Marking two decades since the legendary game first launched in North America, offering everyday gamers the tools to feel like a rock star. Not literally, though you'd be hard-pressed telling that someone who has nailed the epic lengthy instrumental break before an enthusiastic living-room audience.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display in time with a song. Each riff corresponded to particular chords, producing the sensation of an authentic live show.
Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable franchise which made a remarkable influence for many of the artists featured, showcasing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles of licensing the recordings – despite the fact initial releases primarily featured cover versions.
“We reproduced every song because the cost prohibitive,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, album purchases airtime increased, everyone wanted to participate.”
He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game brought classic rock to the forefront: “The game provided a bigger, younger audience. Generally such music was 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 the genre, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”
At that time, the band's first record remained unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the band during their a North American tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Influence
Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money compared to their records. It moved more than half a million units upon release, while sales of Aerosmith’s music rose significantly at a time when the music business faced decline.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of personalization features. This track is challenging even in the hardest setting, not to mention performed at double speed while hitting a single one of the thousands of cues. The streamer claimed it took months of practice of practice.
“The game offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” notes musician the artist.
The band had already wrapped up a profitable run before their hit appeared in the third game, but Li says it made them a household name. “I remember our distributors informing us that we were records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed just before the headliners at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow everything else the band has done. Recently, the track featured in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with 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 pleased we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
The best marketing, whether it’s for cars, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders felt that there’s an instinctive human desire to make music, and their goal was to use technology to enable everyone to do it”.
The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments died down, except for a brief comeback several years later.
Titles like Clone Hero and newer releases have maintained the community alive, with set to be a new product from the founders in development. A new studio has entered work on its debut rhythm-based title. The initial creators are participating as special advisers. Are gamers prepared to welcome a new entry following the classic?
“Our team believed such titles could be like Madden where you can update every year,” he remarks. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”