The Iconic Game at 20 – How a Plastic Axe Connected the Gap Among Music Generations
It has been two decades since the legendary game hit the market across the Atlantic, providing everyday gamers the opportunity to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who has nailed the epic lengthy instrumental break before an enthusiastic living-room audience.
Created by the developers, the game provided users with a guitar-shaped controller to follow coloured notes moving along the display synchronized to a song. Each riff mimicked specific notes, creating the feel of an authentic live show.
The studio had already experimented in the music genre prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for an unlikely billion-dollar series that had a significant influence for many musicians featured, introducing decades-old groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded all the music since the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it was nearly impossible. 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 Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to be in.”
He adds: “One of the amazing things was the number of mothers and fathers reached out and thanked us for exposing their kids to the songs they loved. It became a multigenerational thing.”
Timeless Music Finds a New Audience
Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series revived older hits back into vogue: “Guitar Hero provided a larger, younger audience. Generally this had been considered music that was past it, but then once it got featured on the title and teenagers were finding it, abruptly it became trendy. That legitimised it, and got rid of the outdated label. It provided all our music renewed popularity.”
In 2008, the band's debut album was still unreleased stateside, so the game served as a primary platform for exposure for the group as they went on US tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.
Major Band Titles and Lasting Impact
Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and related lore, imagery and legendary status. In the case of, the Aerosmith edition, reportedly to have made the group more money compared to their records. It moved well over 500,000 units upon release, and sales of their songs rose significantly during an era as the industry was already collapsing.
The series continues to inspire nimble-fingered dedication within the community. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. This track is difficult enough on the hardest setting, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated it took months of practice of practice.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to use a real gun and go to war,” notes musician Herman Li.
The band previously wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing everything else the band has done. Recently, the song featured in a trailer for a major film. “Previously I felt differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – 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 marketing, be it for automobiles, clothes or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the creators felt that humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, aside from a brief comeback several years later.
Games such as the fan project and newer releases have maintained the community alive, and there’s expectations of something from the original publisher on the way. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game following the classic?
“Our team believed those games might become like Madden where you can update every year,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”