Guitar Hero Turns 20 – How a Plastic Axe United the Gap Between Music Fans

It has been two decades since Guitar Hero hit the market across the Atlantic, offering everyday gamers the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed convincing someone who has nailed the epic four-minute instrumental break before a packed living-room audience.

Developed by Harmonix, the game gave players a guitar-shaped controller to match coloured notes scrolling down the display synchronized to a song. Every sequence mimicked particular chords, producing the feel of a genuine live show.

The studio had already experimented with rhythm games before partnering with the publisher, later purchased by Activision during the mid-2000s. Together, they established the foundations for a surprising billion-dollar franchise which made a significant impact on numerous of the artists featured, showcasing decades-old groups to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial budgetary hurdles in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.

“We reproduced every song since the dollar figure was so high,” he says. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once the game became a hit, and record sales airtime increased, all artists desired to participate.”

He adds: “One of the remarkable aspects was how many mothers and fathers got in touch and thanked us for introducing their children to the songs they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Finds a New Audience

Northern Irish group one featured act included their track in the 2008 release the popular installment. Guitarist the artist recalls the way the game brought classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Generally this had been considered outdated material, however when it was featured on the game and teenagers were finding it, suddenly it became trendy. This validated the genre, and got rid of the outdated label. It gave all our music a new life.”

In 2008, the Answer’s debut album remained not available stateside, meaning the game served as a primary platform of discovery for the band during their US tour supporting the rock giants. “The roadies had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Major Band Titles Enduring Influence

Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band more money compared to their records. It moved well over half a million units upon release, and demand for Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.

Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. The song is difficult enough on the hardest setting, let alone played at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated requiring months of practice to accomplish.

“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you should pick up actual weapons and enlist,” says musician the artist.

The band had already completed a profitable run when their hit appeared in the third game, yet he explains it made them a household name. “I recall our distributors calling to tell me that our records were moving like crazy,” he says. “It exploded when we next toured, and we performed just before the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked overshadow all other the band has done. Recently, the song was used in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.

The Lasting Impact of a Iconic Controller

The best promotion, whether it’s for automobiles, clothes or games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the creators believed humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to participate”.

Most installments were released in just a half-decade from 2005 to 2010, including spin-offs like the DJ version, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a short-lived revival several years later.

Titles like Clone Hero and Fortnite Festival have kept the scene alive, and there’s set to be something from the original publisher in development. A new studio has begun work on their first music game. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?

“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”

David Bender
David Bender

Lena is een ervaren casino-analist en schrijft al sinds 2015 over online gokken en spelstrategieën.