Guitar Hero Turns 20 – How a Plastic Axe Connected the Gap Between Rock Generations
Marking 20 years after the legendary game hit the market in North America, giving players everywhere the means to feel like rock legends. Not literally, but try telling that anyone who's mastered Free Bird’s lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues moving along the screen synchronized to a song. Each riff corresponded to specific notes, creating the feel of an authentic performance.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, later acquired by Activision during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable franchise which made a significant influence on numerous of the artists included, introducing classic bands to a new generation of younger players.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges in securing the recordings – even though initial releases primarily featured cover versions.
“We reproduced all the music since the cost was so high,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. But once the game became a hit, album purchases and radio play increased, 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 exposing their kids to the music they loved. It became an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series revived classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Typically this had been seen as outdated material, but then when it was featured on the game and teenagers discovered it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music a new life.”
At that time, the Answer’s debut album remained not available stateside, so Guitar Hero served as a primary platform of discovery for the group as they went on US tour opening for AC/DC. “Their crew were playing the song during travel, and some of them knew us thanks to the game,” he notes.
Major Band Titles Enduring Influence
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized spin-off titles centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue compared to their studio albums. It moved well over half a million units in its first week, while demand for their songs saw an increase of up to 40% during an era as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer 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 freeware game with similar mechanics but an array of personalization features. The song is challenging even in expert mode, let alone played at double speed while hitting every one of its near 4,000 notes. They claimed it took months of practice of practice.
“Guitar Hero offers a, fantasy thing. Just as with other games, it doesn't imply you should use actual weapons and go to war,” says musician the artist.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow everything else the band has done. Last year, the track was used in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Plastic Guitar
Top-tier marketing, be it for cars, clothes or games, extends beyond than selling something – it evokes a longing. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out in just a half-decade between 2005 and 2010, including spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Titles like the fan project and newer releases have kept the community alive, with set to be a new product from the original publisher in development. Recently formed developers has begun work on their first music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought such titles might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”