The Iconic Game Celebrates 20 Years – The Plastic Guitar That United the Gap Between Rock Fans
Marking two decades since Guitar Hero debuted across the Atlantic, giving players everywhere the tools to become rock legends. Not literally, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s lengthy guitar solo before a packed living-room audience.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the screen synchronized to the music. Each riff mimicked specific notes, creating the feel of a genuine live show.
Harmonix had already tried its hand with rhythm games before partnering with RedOctane, later acquired by Activision in 2006. Together, they established the groundwork for a surprising billion-dollar franchise that had a significant influence for many musicians featured, introducing decades-old bands to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the early financial challenges of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music because the cost was so high,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, and record sales and radio play increased, all artists desired to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their kids to the music they adored. It became a multigenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought older hits back into vogue: “Guitar Hero provided a larger, new demographic. Generally this had been seen as outdated material, however when it was featured on the title and teenagers discovered it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It provided our catalog a new life.”
At that time, the Answer’s first record was still not available stateside, so Guitar Hero served as a primary platform for exposure for the band as they went on US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue compared to their records. It sold well over 500,000 units upon release, and demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Recently, a streamer completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a freeware game with similar mechanics and extensive customisation options. This track is difficult enough on the hardest setting, not to mention played at double speed while hitting a single one of its near 4,000 notes. They claimed requiring months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use a real gun and enlist,” says DragonForce guitarist the artist.
DragonForce previously completed a profitable run before their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it has risked eclipsing everything else accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “In the past I thought differently, but I’ve made peace with 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 glad we played a role of people’s lives”.
Enduring Impact from the Iconic Controller
Top-tier marketing, whether it’s for automobiles, apparel or games, extends beyond than selling something – it inspires a longing. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the co-founders believed humans have a natural urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, including spin-offs such as the DJ version, including a spinning deck, and Band Hero. After that, corporate focus in plastic instruments died down, aside from a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have maintained the scene alive, with expectations of a new product from the original publisher in development. A new studio has entered work on its debut music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?
“Our team believed those games could be like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to continue for future fans.”