Guitar Hero at 20 – How a Plastic Axe Bridged the Gap Between Music Fans

Marking 20 years after Guitar Hero hit the market across the Atlantic, giving everyday gamers the means to feel like a rock star. Not in reality, but try convincing anyone who has mastered Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.

Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to a song. Every sequence corresponded to particular chords, creating the feel of an authentic performance.

The studio previously experimented in the music genre before partnering with the publisher, which was purchased by Activision in 2006. Together, they laid the groundwork for an unlikely massively profitable series that had a remarkable impact for many musicians featured, introducing decades-old groups to millions of gaming enthusiasts.

A former executive, former COO from the developer, recalls the initial budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.

“We reproduced every song since the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game became a hit, and record sales airtime increased, all artists desired to be in.”

He adds: “One of the amazing things was the number of parents reached out expressing gratitude for introducing their kids to the songs they loved. It evolved into an intergenerational thing.”

Timeless Music Finds Younger Fans

Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game brought classic rock back into vogue: “Guitar Hero provided a larger, new demographic. Typically this had been considered music that was past it, but then once it got featured on the game and teenagers were finding it, suddenly it became trendy. That legitimised it, eliminating the outdated label. It provided all our music renewed popularity.”

In 2008, the Answer’s first record was still unreleased stateside, so Guitar Hero was a key medium of discovery for the group as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Impact

Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the group more money compared to their records. It moved well over 500,000 copies upon release, and demand for Aerosmith’s music saw an increase significantly during an era as the industry faced decline.

Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. This track is difficult enough on the hardest setting, let alone played at increased tempo while hitting every one of the thousands of cues. The streamer stated requiring nine months of practice.

“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” says DragonForce guitarist Herman Li.

DragonForce previously wrapped up a profitable run when their hit appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label informing us that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow everything else the band has done. Recently, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – each person has their own path in music and I'm pleased we played a role of people’s lives”.

The Lasting Impact of a Iconic Controller

Top-tier promotion, whether it’s for automobiles, clothes or games, extends beyond than selling something – it evokes a longing. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the co-founders felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to allow people to participate”.

The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.

Titles like Clone Hero and newer releases have maintained the community active, with set to be a new product from the original publisher on the way. Recently formed developers has begun work on their first rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?

“We thought those games might become similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”

Cindy Leonard
Cindy Leonard

Professional poker strategist with over a decade of experience in online tournaments and coaching.