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Guitar Hero Celebrates 20 Years – How a Plastic Axe Connected Generations Between Rock Generations

It has been 20 years after the legendary game debuted across the Atlantic, giving players everywhere the tools to become rock legends. Not in reality, but try telling that anyone who has nailed Free Bird’s lengthy guitar solo before a packed crowd of friends.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the screen in time with the music. Every sequence mimicked particular chords, creating the feel of a genuine live show.

The studio previously experimented with rhythm games before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable series which made a remarkable influence on numerous of the artists featured, introducing decades-old bands to millions of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured cover versions.

“We reproduced every song since the cost was so high,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game took off, album purchases airtime were going up, everyone wanted to participate.”

He continues: “One of the amazing things was the number of parents got in touch and thanked us for introducing their kids to the songs they loved. It evolved into a multigenerational thing.”

Timeless Music Finds Younger Fans

Northern Irish group one featured act included Never Too Late in the 2008 release the popular installment. Guitarist the artist remembers the way the game revived older hits back into vogue: “Guitar Hero offered a larger, younger audience. Typically this had been seen as music that was past it, but then once it got featured on the game and teenagers were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”

At that time, the band's first record remained not available in the US, meaning the game served as a primary platform for exposure for the band during their US tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.

Major Band Spin-offs and Lasting Influence

Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their records. It moved well over half a million copies upon release, and sales of Aerosmith’s music rose of up to 40% during an era as the industry faced decline.

Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. This track is difficult enough on expert mode, not to mention played at double speed and without missing every one of the thousands of cues. They claimed it took nine months to accomplish.

“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should use a real gun and go to war,” notes musician Herman Li.

DragonForce had already completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors informing us that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow everything else the band has done. Recently, the song was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.

Enduring Impact of a Iconic Controller

The best promotion, be it for cars, apparel or video games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to do it”.

Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, including derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.

Games such as the fan project and newer releases have maintained the community active, and there’s set to be something from the original publisher in development. A new studio has begun production on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry following Guitar Hero?

“We thought such titles could be like Madden allowing annual releases,” he remarks. “With abundant new music it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t continue for future fans.”

CP
By

Christina Petty

A tech journalist and digital strategist with over a decade of experience covering UK innovation and startup ecosystems.

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