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Guitar Hero Turns 20 – How a Plastic Axe Connected Generations Among Rock Generations

Marking two decades since the legendary game first launched in North America, offering everyday gamers the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s four-minute instrumental break in front of an enthusiastic crowd of friends.

Created by the developers, Guitar Hero gave players a guitar-shaped controller to follow coloured notes moving along the display synchronized to a song. Every sequence mimicked particular chords, creating the sensation of a genuine performance.

Harmonix previously tried its hand with rhythm games before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar franchise that had a remarkable impact on numerous of the artists featured, introducing classic groups to a new generation of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles in securing the songs – even though the first two games mostly used cover versions.

“We rerecorded every song since the cost prohibitive,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like the Who – the publisher had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero took off, album purchases and radio play increased, all artists desired to participate.”

He adds: “One of the remarkable aspects was the number of parents reached out expressing gratitude for introducing their kids to the songs they loved. It became a multigenerational thing.”

Timeless Music Gains a New Audience

Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series revived classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Typically such music was seen as music that was past it, but then when it was included in the game and teenagers discovered it, abruptly it became trendy. This validated the genre, eliminating the outdated tag. It provided all our music a new life.”

In 2008, the Answer’s debut album remained unreleased stateside, so Guitar Hero was a key medium for exposure for the band during their US tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Rock’s biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on their music collections and related stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their records. It moved well over 500,000 copies upon release, while sales of Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.

The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult anthem made popular by the game – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. This track is difficult enough on the hardest setting, let alone performed at increased tempo and without missing every one of the thousands of cues. The streamer claimed it took nine months to accomplish.

“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should use actual weapons and go to war,” says musician Herman Li.

The band had already wrapped up a successful tour when their hit appeared in the third game, but Li says it made them a household name. “I remember our distributors calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners on the Mayhem festival.”

Indeed, the band's visibility via the game was so immense that it has threatened to eclipsing all other accomplishments. Last year, the track was used in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we played a role of people’s lives”.

The Lasting Legacy of a Plastic Guitar

Top-tier marketing, whether it’s for cars, clothes or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.

Most installments came out over a mere five-year period from 2005 to 2010, including spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, except for a brief comeback in 2015.

Titles such as Clone Hero and newer releases have maintained the community active, with set to be a new product from the founders in development. A new studio has begun production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?

“We thought such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”

About the author

Sarah Smith

A seasoned life coach and writer passionate about empowering individuals to unlock their potential and thrive in all aspects of life.

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