The Iconic Game Celebrates 20 Years – How a Plastic Axe Connected the Gap Between Rock Generations
Marking 20 years after the legendary game first launched in North America, providing players everywhere the means to become a rock star. Not in reality, but try telling that anyone who has nailed Free Bird’s four-minute instrumental break in front of a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the screen synchronized to the music. Every sequence corresponded to specific notes, creating the feel of an authentic live show.
Harmonix previously tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by Activision in 2006. Collaboratively, they established the foundations for an unlikely billion-dollar series which made a remarkable impact for many musicians featured, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, 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 rerecorded all the music because the cost prohibitive,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. But once the game took off, album purchases airtime increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of parents got in touch expressing gratitude for exposing their children to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series revived classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Generally such music was seen as music that was past it, but then once it got featured on the title and teenagers discovered it, suddenly it became trendy. This validated the genre, eliminating the ‘dad rock’ label. It gave our catalog a new life.”
In 2008, the Answer’s debut album remained not available stateside, so the game was a key medium of discovery for the band as they went on a North American tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, visuals and legendary status. For example, the Aerosmith edition, reportedly to have made the group more money than any of their studio albums. It moved well over 500,000 units upon release, while demand for Aerosmith’s music saw an increase significantly during an era when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. This track is challenging even in the hardest setting, let alone played at double speed while hitting every one of its near 4,000 notes. They stated requiring months of practice of practice.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you should pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a successful tour when their hit appeared in the third game, yet he explains it made them a household name. “I recall the record label informing us that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it risked eclipsing everything else accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just hear a single track, that's fine – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
Enduring Legacy of a Plastic Guitar
The best marketing, whether it’s for cars, clothes or games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star on the stage. Since the beginning, the creators felt that humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most installments were released over a mere half-decade from 2005 to 2010, including derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals died down, aside from a brief comeback several years later.
Titles like Clone Hero and Fortnite Festival have kept the community alive, and there’s set to be something from the founders on the way. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are participating in advisory roles. Is the world ready to embrace another game following the classic?
“We thought such titles might become like Madden allowing annual releases,” he remarks. “There’s so much new music that it could be evergreen, thus I remain optimistic. There’s no reason for it to persist for future fans.”