The Iconic Game Turns 20 – How a Plastic Axe United the Gap Among Rock Generations
Marking 20 years after Guitar Hero first launched in North America, giving everyday gamers the opportunity to become a rock star. Figuratively speaking, but try convincing someone who has mastered the epic lengthy instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to a song. Each riff mimicked specific notes, producing the feel of a genuine live show.
Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar series which made a remarkable impact on numerous musicians included, introducing classic groups to a new generation of younger players.
A former executive, former COO of Harmonix, remembers the early budgetary hurdles of licensing the recordings – even though the first two games mostly used cover versions.
“We rerecorded all the music because the cost was so high,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once Guitar Hero became a hit, album purchases airtime were going up, everyone wanted to participate.”
He continues: “One of the amazing things was the number of parents reached out and thanked us for exposing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived older hits back into vogue: “The game offered a bigger, younger audience. Typically such music was considered outdated material, however once it got included in the game and teenagers discovered it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the Answer’s debut album remained unreleased in the US, so Guitar Hero served as a primary platform for exposure for the band during their US tour supporting the rock giants. “Their crew were playing the song during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and associated stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band more money than any of their studio albums. It moved well over half a million units in its first week, and sales of Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is challenging even in the hardest setting, not to mention performed at increased tempo while hitting every one of the thousands of cues. They claimed it took months of practice to accomplish.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you ought to use a real gun and go to war,” says musician the artist.
The band had already completed a successful tour when their hit appeared in the third game, but Li says it turned them into a household name. “I remember the record label calling to tell me that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it has threatened to eclipsing all other accomplishments. Recently, the track was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I’m glad we played a role of people’s lives”.
The Lasting Impact of a Iconic Controller
The best marketing, be it for cars, clothes or video games, goes further mere transactions – it inspires a longing. Was the game able to tap into that? “Precisely what we were trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to participate”.
The majority of Guitar Hero games came out in just a half-decade between 2005 and 2010, including spin-offs like DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Titles like the fan project and newer releases have kept the scene active, with expectations of a new product from the founders in development. Recently formed developers has entered production on its debut music game. The initial creators are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?
“Our team believed those games might become similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to persist for future fans.”