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Guitar Hero Celebrates 20 Years – How a Plastic Axe United the Gap Among Rock Generations

Marking 20 years since Guitar Hero hit the market across the Atlantic, offering players everywhere the means to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who has mastered the epic lengthy instrumental break before a packed crowd of friends.

Created by Harmonix, the game provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with a song. Each riff mimicked particular chords, creating the feel of an authentic live show.

Harmonix previously tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Together, they laid the foundations for a surprising massively profitable series which made a significant impact for many musicians featured, introducing classic bands to a new generation of gaming enthusiasts.

A former executive, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the recordings – even though initial releases mostly used rerecorded tracks.

“We reproduced every song since the cost was so high,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero took off, and record sales and radio play increased, all artists desired to participate.”

He continues: “One of the amazing things was how many mothers and fathers reached out and thanked us for introducing their children to the music they adored. It evolved into a multigenerational thing.”

Timeless Music Finds a New Audience

Northern Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought older hits back into vogue: “The game offered a larger, new demographic. Generally such music was seen as outdated material, but then when it was featured on the title and teenagers were finding it, abruptly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It gave all our music a new life.”

In 2008, the Answer’s debut album was still not available in the US, so Guitar Hero was a key medium of discovery for the group as they went on US tour opening for the rock giants. “The roadies had on Never Too Late during travel, and several recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Rock’s heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and related stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the group greater revenue compared to their records. It moved well over 500,000 units in its first week, and demand for their songs rose of up to 40% during an era when the music business was already collapsing.

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 – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with similar mechanics but an array of personalization features. This track is difficult enough on expert mode, let alone performed at increased tempo and without missing every one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.

“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up a real gun and go to war,” notes musician Herman Li.

The band had already wrapped up a profitable run before Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I remember the record label informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing everything else the band has done. Last year, the track was used in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “If you only hear a single track, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.

Enduring Impact from the Plastic Guitar

Top-tier promotion, whether it’s for automobiles, apparel or games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to do it”.

Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.

Titles such as the fan project and Fortnite Festival have kept the community active, and there’s expectations of a new product 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 a new entry in the spirit of the classic?

“We thought those games could be like Madden where you can update every year,” he remarks. “With abundant new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”

The writer

Jennifer Jackson

A tech enthusiast and digital strategist with over a decade of experience in analyzing emerging technologies and their impact on society.

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