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The Iconic Game Turns 20 – How a Plastic Axe United the Gap Among Rock Generations

It has been 20 years after Guitar Hero debuted across the Atlantic, giving everyday gamers the tools to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who's mastered Free Bird’s lengthy instrumental break before a packed living-room audience.

Developed by Harmonix, the game gave players a plastic guitar peripheral to match on-screen cues moving along the display in time with a song. Every sequence corresponded to specific notes, creating the feel of a genuine live show.

The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable franchise which made a significant influence on numerous musicians included, introducing decades-old bands to millions of younger players.

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

“We rerecorded all the music because the cost prohibitive,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero took off, and record sales airtime were going up, everyone wanted to be in.”

He continues: “Among the remarkable aspects was how many parents reached out and thanked us for exposing their children to the songs they adored. It evolved into a multigenerational thing.”

Classic Rock Gains a New Audience

Northern Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game revived older hits to the forefront: “The game offered a larger, younger audience. Typically such music was seen as music that was past it, but then when it was included in the game young people were finding it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”

In 2008, the Answer’s first record was still not available in the US, meaning the game served as a primary platform of discovery for the group as they went on US tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Impact

Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and related lore, visuals and legendary status. In the case of, the Aerosmith edition, it was said earned the band greater revenue than any of their studio albums. It moved more than half a million units in its first week, while sales of Aerosmith’s music rose of up to 40% during an era as the industry faced decline.

The series continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt 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 gameplay and extensive customisation options. This track is challenging even in expert mode, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer claimed requiring months of practice to accomplish.

“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you should use a real gun and go to war,” notes musician the artist.

The band previously wrapped up a profitable run before their hit appeared in the third game, but Li says it turned them into a household name. “I remember the record label calling to tell me that our records were moving like crazy,” he says. “It exploded when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing everything else accomplishments. Recently, the song was used in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.

Enduring Legacy of a Plastic Guitar

Top-tier marketing, be it for cars, clothes or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive human desire to make music, and their goal was to use technology to allow people to do it”.

Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.

Games like the fan project and Fortnite Festival have kept the community active, with set to be a new product from the founders on the way. Recently formed developers has entered work on their first music game. The initial creators are participating in advisory roles. Is the world ready to embrace a new entry in the spirit of the classic?

“We thought such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to persist with new generations.”

JL
By

Joel Lopez

Eleanor Hayes is a tech journalist and blogger with over a decade of experience covering digital innovation and consumer tech.

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