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

Marking two decades after the legendary game hit the market in North America, providing everyday gamers the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed convincing someone who has nailed Free Bird’s lengthy instrumental break before a packed crowd of friends.

Created by Harmonix, the game gave players a guitar-shaped controller to follow coloured notes scrolling down the screen in time with the music. Each riff corresponded to specific notes, producing the sensation of an authentic live show.

The studio had already tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by Activision in 2006. Collaboratively, they established the foundations for an unlikely billion-dollar franchise which made a remarkable impact on numerous of the artists featured, showcasing classic groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.

“We rerecorded every song because the dollar figure prohibitive,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero became a hit, album purchases airtime were going up, all artists desired to be in.”

He adds: “One of the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their kids to the music they loved. It evolved into a multigenerational thing.”

Timeless Music Finds a New Audience

Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series revived classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Generally such music was seen as music that was past it, but then when it was featured on the title young people were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”

In 2008, the band's debut album was still not available stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour opening for AC/DC. “The roadies were playing the song on the tour bus, and some of them recognized us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Influence

Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on each band’s catalogue and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, reportedly earned the group more money than any of their studio albums. It moved more than half a million units in its first week, and sales of their songs rose of up to 40% at a time when the music business was already collapsing.

Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. The song is difficult even in expert mode, let alone performed at double speed and without missing a single one of the thousands of cues. They stated it took months of practice to accomplish.

“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you should use actual weapons and enlist,” says DragonForce guitarist the artist.

DragonForce had already completed a successful tour before their hit was featured in the third game, yet he explains it made them widely recognized. “I remember the record label calling to tell me that our selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”

Indeed, the band's visibility from Guitar Hero was so immense that it risked overshadow all other the band has done. Last year, the track featured in a trailer for a major film. “In the past I felt differently, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Legacy of a Plastic Guitar

Top-tier marketing, be it for cars, apparel or video games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of being a rock star on the stage. From day one, the co-founders felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to do it”.

Most installments came out in just a half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.

Titles such as Clone Hero and newer releases have kept the community active, with set to be a new product from the founders on the way. A new studio has entered work on its debut music game. Original co-founders are participating as special advisers. Is the world prepared to welcome another game following the classic?

“We thought such titles might become similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”

DW
The writer

Danny Wright

A seasoned gaming journalist with over a decade of experience covering console and PC titles, specializing in RPGs and indie games.

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