The Iconic Game Turns 20 – How a Plastic Axe Connected Generations Among Rock Fans
Marking two decades since the legendary game first launched in North America, offering everyday gamers the means to become rock legends. Figuratively speaking, but try convincing someone who's mastered the epic lengthy guitar solo before a packed living-room audience.
Developed by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to a song. Every sequence mimicked particular chords, producing the feel of a genuine performance.
The studio previously experimented with rhythm games before partnering with the publisher, later purchased by Activision in 2006. Collaboratively, they established the groundwork for a surprising massively profitable series that had a significant influence on numerous of the artists included, showcasing decades-old groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the songs – even though the first two games mostly used cover versions.
“We reproduced every song because the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero became a hit, album purchases airtime increased, everyone wanted to be in.”
He adds: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Irish group the Answer had their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game brought older hits back into vogue: “The game provided a larger, younger audience. Generally such music was seen as music that was past it, however once it got included in the game and teenagers discovered it, abruptly it became trendy. This validated it, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”
At that time, the Answer’s debut album remained not available in the US, meaning Guitar Hero was a key medium of discovery for the band as they went on US tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.
Major Band Titles Enduring Influence
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band more money than any of their studio albums. It moved well over 500,000 copies upon release, and demand for Aerosmith’s music rose significantly during an era as the industry was already collapsing.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. This track is challenging even in the hardest setting, let alone performed at double speed and without missing every one of its near 4,000 notes. They stated it took nine months of practice.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you should use actual weapons and go to war,” says DragonForce guitarist the artist.
DragonForce previously completed a profitable run when their hit was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors calling to tell me that our selling albums like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it risked overshadow everything else accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, 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
Top-tier promotion, be it for automobiles, clothes or games, goes further than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to participate”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Games like the fan project and newer releases have maintained the scene active, with set to be a new product from the founders in development. A new studio has entered production on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace another game following the classic?
“We thought those games might become like Madden allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”