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Guitar Hero Celebrates 20 Years – How a Plastic Axe Bridged Generations Among Rock Fans

Marking 20 years since the legendary game debuted across the Atlantic, giving players everywhere the means to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who's nailed Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.

Developed by the developers, the game gave players a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to a song. Each riff mimicked specific notes, creating the feel of a genuine live show.

Harmonix had already experimented in the music genre prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar series which made a remarkable impact on numerous musicians featured, introducing decades-old bands to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the songs – even though initial releases primarily featured rerecorded tracks.

“We reproduced all the music because the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. But once Guitar Hero became a hit, and record sales airtime increased, all artists desired to participate.”

He adds: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their children to the music they adored. It became a multigenerational thing.”

Timeless Music Finds Younger Fans

Northern Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived older hits to the forefront: “The game offered a bigger, younger audience. Typically this had been considered outdated material, however once it got included in the game and teenagers discovered it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”

In 2008, the Answer’s first record remained unreleased in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on a North American tour opening for AC/DC. “Their crew had on the song during travel, and several knew us thanks to the game,” Mahon says.

Major Band Titles and Lasting Impact

Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their studio albums. It moved more than half a million units upon release, while demand for their songs rose significantly during an era as the industry was already collapsing.

The series continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. This track is challenging even in the hardest setting, not to mention performed at increased tempo while hitting every one of the thousands of cues. They stated requiring nine months of practice.

“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and enlist,” says musician Herman Li.

DragonForce had already wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label informing us that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before top acts at the event.”

Indeed, the band's visibility via the game proved so vast that it has risked eclipsing everything else accomplishments. Last year, the track was used in a trailer for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.

The Lasting Legacy of a Plastic Guitar

The best marketing, whether it’s for cars, clothes or games, goes further mere transactions – it evokes a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to participate”.

Most of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.

Titles such as Clone Hero and newer releases have kept the scene active, with set to be a new product from the original publisher in development. A new studio has entered production on its debut music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following the classic?

“Our team believed such titles might become like Madden where you can releases,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”

By

Sandra Roman

A software engineer and tech writer passionate about emerging technologies and digital transformation, with over a decade of industry experience.

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