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Guitar Hero at 20 – How a Plastic Axe Bridged the Gap Between Rock Generations

It has been 20 years since Guitar Hero debuted in North America, providing players everywhere the opportunity to feel like a rock star. Figuratively speaking, but try telling that someone who's nailed Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.

Created by the developers, the game gave players a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Every sequence corresponded to specific notes, creating the sensation of an authentic live show.

Harmonix had already experimented with rhythm games before partnering with RedOctane, which was purchased by Activision in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable series which made a significant impact for many musicians included, introducing decades-old bands to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the recordings – despite the fact initial releases mostly used cover versions.

“We rerecorded all the music because the cost prohibitive,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game became a hit, album purchases and radio play were going up, everyone wanted to be in.”

He adds: “One of the amazing things was how many mothers and fathers got in touch and thanked us for introducing their kids to the songs they adored. It became a multigenerational phenomenon.”

Classic Rock Finds a New Audience

Northern Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock to the forefront: “The game offered a bigger, new demographic. Typically such music was considered music that was past it, but then once it got featured on the title and teenagers discovered it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”

At that time, the Answer’s debut album was still unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the group during their US tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, reportedly to have made the band more money than any of their records. It sold more than half a million units upon release, and demand for Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.

Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is difficult even in expert mode, not to mention played at double speed while hitting every one of its near 4,000 notes. They stated requiring nine months of practice.

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

The band had already wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them a household name. “I remember the record label calling to tell me that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it has risked overshadow all other accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.

The Lasting Legacy from the Iconic Controller

Top-tier promotion, be it for cars, clothes or video games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders felt that humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to participate”.

The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.

Titles like Clone Hero and newer releases have maintained the scene alive, with set to be a new product from the founders in development. A new studio has begun production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game in the spirit of the classic?

“Our team believed such titles might become like Madden where you can update every year,” he remarks. “With abundant new music that it could be perennially popular, thus I remain optimistic. There’s no reason for it to continue for future fans.”

By

Kelly Sanford

A seasoned gaming analyst with over a decade of experience in casino strategy and slot machine reviews.

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