Skip to content
Nexus Club Desk

The Iconic Game at 20 – How a Plastic Axe Connected Generations Between Music Fans

It has been two decades after Guitar Hero debuted in North America, providing everyday gamers the means to become rock legends. Not literally, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s lengthy guitar solo in front of a packed crowd of friends.

Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to a song. Every sequence corresponded to specific notes, creating the feel of a genuine performance.

The studio previously tried its hand in the music genre before partnering with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise which made a significant impact for many musicians featured, introducing classic bands to a new generation of younger players.

A former executive, former COO from the developer, remembers the initial financial challenges in securing the songs – despite the fact the first two games mostly used cover versions.

“We reproduced every song since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure bands like legendary groups – the publisher had virtually no money, and we were fairly certain it would fail. But once the game took off, and record sales and radio play were going up, everyone wanted to participate.”

He adds: “One of the remarkable aspects was the number of parents reached out expressing gratitude for exposing their kids to the music they adored. It became a multigenerational phenomenon.”

Classic Rock Finds a New Audience

Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game revived older hits to the forefront: “The game offered a bigger, younger audience. Generally this had been considered outdated material, but then when it was included in the game and teenagers were finding it, abruptly it was cool. That legitimised it, and got rid of the outdated tag. It provided all our music a new life.”

In 2008, the Answer’s first record remained unreleased stateside, so the game served as a primary platform for exposure for the group during their a North American tour opening for AC/DC. “Their crew were playing the song during travel, and some of them recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles Enduring Impact

Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and related stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their records. It moved more than 500,000 units upon release, while sales of their songs saw an increase of up to 40% at a time as the industry was already collapsing.

The series still motivates nimble-fingered dedication within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. The song is difficult even in expert mode, not to mention played at double speed while hitting a single one of the thousands of cues. They claimed requiring nine months to accomplish.

“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” says DragonForce guitarist the artist.

The band previously completed a profitable run when their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label informing us that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we performed just before top acts on the Mayhem festival.”

Indeed, the band's visibility via the game proved so vast that it threatened to eclipsing everything else accomplishments. Recently, the track was used in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has a unique path in music and I’m glad we played a role of people’s lives”.

Enduring Impact of a Iconic Controller

Top-tier promotion, whether it’s for automobiles, apparel or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the co-founders felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to participate”.

The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, aside from a short-lived revival in 2015.

Games such as the fan project and newer releases have kept the scene active, and there’s expectations of something from the founders on the way. A new studio has entered production on their first music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game in the spirit of the classic?

“Our team believed such titles might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”

By

Kiara Eaton MD

Lena is a digital strategist and community builder passionate about fostering creative networks.

Nexus Club Desk

Type to search articles.