The Iconic Game Turns 20 – How a Plastic Axe Connected the Gap Between Rock Fans
Marking 20 years since the legendary game debuted across the Atlantic, providing players everywhere the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s lengthy instrumental break in front of a packed crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display in time with the music. Each riff mimicked particular chords, creating the sensation of a genuine performance.
Harmonix had already tried its hand with rhythm games before partnering with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable franchise that had a significant influence on numerous musicians included, introducing classic bands to a new generation of younger players.
A former executive, former COO from the developer, remembers the early budgetary hurdles of licensing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced all the music since the cost prohibitive,” he says. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game took off, album purchases airtime increased, all artists desired to participate.”
He adds: “One of the amazing things was how many mothers and fathers got in touch and thanked us for introducing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish group one featured act had their track in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game brought classic rock to the forefront: “The game provided a larger, new demographic. Generally this had been considered music that was past it, but then once it got included in the game young people were finding it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
At that time, the Answer’s debut album remained not available stateside, meaning Guitar Hero was a key medium for exposure for the band during their a North American tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Influence
Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their studio albums. It moved well over 500,000 units in its first week, and demand for Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. The song is challenging enough on expert mode, let alone performed at double speed and without missing every one of the thousands of cues. They claimed it took nine months to accomplish.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” notes musician Herman Li.
DragonForce previously completed a successful tour when their hit was featured in the third game, yet he explains it turned them into a household name. “I recall our distributors calling to tell me that we were records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else the band has done. Recently, the track was used in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “Should you just hear a single track, it’s totally cool – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what we were trying to create,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the co-founders believed there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to do it”.
The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, including spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback several years later.
Titles like Clone Hero and Fortnite Festival have kept the scene active, with expectations of a new product from the founders on the way. Recently formed developers has entered production on their first music game. Original co-founders are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“Our team believed such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”