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Guitar Hero Celebrates 20 Years – How a Plastic Axe Connected the Gap Among Music Generations

Marking 20 years after Guitar Hero debuted across the Atlantic, providing everyday gamers the means to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's nailed Free Bird’s lengthy instrumental break in front of an enthusiastic crowd of friends.

Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display in time with a song. Every sequence mimicked specific notes, creating the sensation of an authentic live show.

The studio had already experimented with rhythm games before partnering with RedOctane, later 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 a new generation of younger players.

A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the songs – even though initial releases mostly used cover versions.

“We rerecorded all the music since the cost prohibitive,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. But once the game took off, and record sales airtime were going up, everyone wanted to participate.”

He adds: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the songs they loved. It evolved into a multigenerational thing.”

Timeless Music Gains a New Audience

Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game revived classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Typically this had been seen as music that was past it, however when it was featured on the title and teenagers discovered it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”

At that time, the band's debut album remained not available stateside, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour supporting the rock giants. “The roadies were playing the song during travel, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles and Lasting Impact

Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their studio albums. It moved well over 500,000 copies upon release, while sales of their songs rose of up to 40% at a time as the industry faced decline.

The series still motivates quick-handed fanaticism within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. This track is difficult enough on the hardest setting, let alone performed at increased tempo while hitting a single one of the thousands of cues. They stated it took nine months to accomplish.

“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.

The band previously wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game was so immense that it risked eclipsing all other the band has done. Last year, the track was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.

Enduring Impact from the Iconic Controller

The best marketing, be it for automobiles, apparel or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the creators believed humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to participate”.

Most installments came out over a mere half-decade from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.

Games like the fan project and newer releases have maintained the scene alive, and there’s set to be something from the founders on the way. A new studio has begun work on their first rhythm-based title. The initial creators are both involved as special advisers. Are gamers prepared to welcome another game following the classic?

“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist with new generations.”

By

Sean Porter

A passionate gaming journalist with over a decade of experience covering industry trends and game development.

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