Guitar Hero Celebrates 20 Years – The Plastic Guitar That Connected the Gap Among Rock Generations
Marking two decades since the legendary game hit the market in North America, offering everyday gamers the tools to feel like rock legends. Not in reality, but try convincing anyone who has mastered the epic four-minute guitar solo before a packed living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the screen synchronized to the music. Every sequence mimicked particular chords, creating the sensation of a genuine live show.
The studio had already tried its hand in the music genre before partnering with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising massively profitable franchise which made a remarkable impact for many of the artists featured, introducing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges of licensing the songs – even though initial releases primarily featured cover versions.
“We rerecorded all the music because the dollar figure was so high,” he says. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game became a hit, and record sales and radio play increased, everyone wanted to participate.”
He adds: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the music they loved. It became an intergenerational phenomenon.”
Timeless Music Gains a New Audience
Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Typically this had been considered music that was past it, however when it was included in the title and teenagers were finding it, suddenly it was cool. That legitimised the genre, eliminating the outdated label. It provided all our music a new life.”
In 2008, the band's debut album was still unreleased stateside, meaning the game served as a primary platform of discovery for the group during their US tour supporting 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 Spin-offs and Lasting Influence
Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group greater revenue compared to their studio albums. It moved more than half a million units upon release, while sales of their songs saw an increase significantly at a time when the music business faced decline.
The series continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. This track is challenging even in the hardest setting, let alone performed at increased tempo while hitting a single one of the thousands of cues. The streamer claimed requiring months of practice to accomplish.
“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you should pick up actual weapons and enlist,” says DragonForce guitarist the artist.
The band previously completed a successful tour when their hit was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors calling to tell me that we were records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow everything else the band has done. Recently, the song featured in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, be it for cars, apparel or games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring spin-offs such as the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Games like the fan project and Fortnite Festival have maintained the community alive, with expectations of a new product from the original publisher on the way. A new studio has begun work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace a new entry following the classic?
“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain optimistic. It's entirely possible for it to persist for future fans.”