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

It has been two decades after the legendary game debuted in North America, giving players everywhere the tools to feel like a rock star. Not in reality, but try telling that anyone who's nailed Free Bird’s four-minute guitar solo before an enthusiastic living-room audience.

Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match coloured notes scrolling down the screen in time with a song. Every sequence mimicked particular chords, producing the feel of a genuine live show.

The studio previously experimented in the music genre prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they laid the groundwork for an unlikely massively profitable series which made a remarkable impact for many of the artists included, showcasing classic bands to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.

“We rerecorded every song since the cost was so high,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when the game took off, and record sales and radio play were going up, all artists desired to participate.”

He adds: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their children to the songs they loved. It became a multigenerational thing.”

Timeless Music Gains a New Audience

Northern Irish group one featured act had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game revived classic rock to the forefront: “The game provided a larger, new demographic. Typically such music was seen as outdated material, but then once it got featured on the game young people discovered it, suddenly it was cool. This validated the genre, eliminating the outdated label. It provided our catalog renewed popularity.”

At that time, the Answer’s first record remained unreleased stateside, meaning Guitar Hero served as a primary platform for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies had on the song during travel, and some of them knew us thanks to the game,” Mahon says.

Major Band Spin-offs Enduring Impact

Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and related stories, imagery and legendary status. For example, the Aerosmith edition, reportedly earned the group more money than any of their records. It sold more than half a million copies in its first week, while demand for Aerosmith’s music rose significantly at a time as the industry faced decline.

Guitar Hero continues to inspire quick-handed fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of personalization features. This track is challenging enough on expert mode, let alone played at increased tempo and without missing every one of its near 4,000 notes. They stated it took nine months to accomplish.

“Guitar Hero offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up a real gun and go to war,” says DragonForce guitarist Herman Li.

The band had already wrapped up a profitable run when their hit appeared in the third game, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”

Indeed, the band's visibility via the game proved so vast that it has risked overshadow everything else accomplishments. Last year, the track featured in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.

Enduring Impact from the Plastic Guitar

The best marketing, be it for cars, clothes or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.

Most installments were released in just a five-year period between 2005 and 2010, including derivative titles like the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, except for a brief comeback in 2015.

Games such as the fan project and newer releases have kept the community alive, with expectations of something from the original publisher in development. A new studio has begun production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game following Guitar Hero?

“Our team believed such titles could be similar to sports games where you can releases,” he remarks. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible for it to persist with new generations.”

The writer

Angela Ellis

A seasoned traveler and writer, Elara has journeyed to over 60 countries, documenting cultural experiences and off-the-beaten-path adventures.

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