The Iconic Game Celebrates 20 Years – The Plastic Guitar That Bridged Generations Among Rock Generations
It has been two decades after Guitar Hero hit the market in North America, offering players everywhere the opportunity to become rock legends. Figuratively speaking, but try telling that someone who has mastered the epic four-minute guitar solo before an enthusiastic crowd of friends.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the screen synchronized to the music. Every sequence mimicked specific notes, producing the sensation of a genuine live show.
The studio had already tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series that had a significant influence for many musicians featured, introducing classic bands to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, remembers the early budgetary hurdles in securing the recordings – even though the first two games mostly used rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he says. “Despite having the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to be in.”
He adds: “One of the remarkable aspects was how many mothers and fathers reached out expressing gratitude for exposing their children to the music they loved. It became a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Generally this had been considered outdated material, but then when it was featured on the game and teenagers were finding it, suddenly it was cool. That legitimised it, and got rid of the outdated label. It gave all our music a new life.”
In 2008, the band's first record was still unreleased stateside, meaning the game was a key medium of discovery for the band as they went on a North American tour opening for AC/DC. “Their crew were playing the song on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around their music collections and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue compared to their studio albums. It moved well over half a million copies in its first week, while demand for Aerosmith’s music saw an increase significantly during an era as the industry faced decline.
The series 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 – a notoriously difficult anthem made popular by the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. The song is difficult even in expert mode, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you ought to pick up actual weapons and go to war,” notes musician Herman Li.
The band had already completed a successful tour when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors calling to tell me that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it risked eclipsing everything else accomplishments. Recently, the song was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
Enduring Legacy of a Iconic Controller
The best promotion, be it for cars, apparel or games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to use technology to allow people to do it”.
The majority installments came out in just a half-decade between 2005 and 2010, including spin-offs such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, except for a short-lived revival several years later.
Games like Clone Hero and newer releases have maintained the community active, and there’s set to be something from the founders on the way. A new studio has entered production on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed those games might become similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”