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

Marking 20 years after the legendary game first launched across the Atlantic, offering players everywhere the tools to feel like a rock star. Not literally, though you'd be hard-pressed convincing someone who's mastered the epic four-minute guitar solo in front of an enthusiastic crowd of friends.

Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the display in time with a song. Each riff mimicked particular chords, producing the feel of an authentic live show.

Harmonix had already experimented with rhythm games before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising massively profitable franchise which made a significant influence for many musicians included, showcasing decades-old bands to a new generation of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the initial financial challenges in securing the songs – despite the fact initial releases mostly used cover versions.

“We reproduced all the music since the cost was so high,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when Guitar Hero took off, and record sales and radio play increased, everyone wanted to participate.”

He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their children to the songs they adored. It became an intergenerational thing.”

Timeless Music Gains Younger Fans

Northern Irish group one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Generally such music was seen as outdated material, however once it got included in the title young people were finding it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”

At that time, the band's first record remained unreleased stateside, so the game served as a primary platform for exposure for the group during their US tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and some of them knew us thanks to the game,” he notes.

Major Band Spin-offs and Lasting Influence

Music's heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue compared to their studio albums. It moved more than half a million copies upon release, while demand for Aerosmith’s music rose significantly during an era as the industry faced decline.

The series continues to inspire quick-handed dedication among its fans. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. This track is difficult enough on expert mode, let alone played at double speed while hitting every one of the thousands of cues. They claimed requiring months of practice of practice.

“The game is a fun, fantasy thing. If you play other games, it doesn't imply you should pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.

DragonForce had already wrapped up a profitable run when Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I remember our distributors informing us that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”

Indeed, DragonForce’s exposure via the game proved so vast that it has risked eclipsing everything else the band has done. Last year, the song featured in a trailer for a major film. “Previously I thought 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 glad we played a role in fans' experiences”.

Enduring Impact from the Iconic Controller

The best promotion, whether it’s for automobiles, apparel or video games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural urge to create songs, and their goal was to use technology to enable everyone to participate”.

The majority of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.

Titles like the fan project and newer releases have maintained the community active, with expectations of a new product from the original publisher in development. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game following the classic?

“Our team believed such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”

By

Christian Monroe

A seasoned tech writer with over a decade of experience covering digital innovations and emerging technologies.

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