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The Iconic Game Turns 20 – How a Plastic Axe Connected the Gap Among Music Generations

It has been 20 years since Guitar Hero debuted across the Atlantic, offering everyday gamers the opportunity to feel like a rock star. Not literally, but try telling that someone who's mastered the epic lengthy guitar solo in front of an enthusiastic crowd of friends.

Created by the developers, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to the music. Each riff corresponded to particular chords, producing the sensation of a genuine live show.

Harmonix previously tried its hand with rhythm games before partnering with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable series which made a remarkable impact for many musicians included, introducing decades-old groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the songs – despite the fact the first two games mostly used cover versions.

“We reproduced all the music since the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and our team was fairly certain it would fail. However, when the game became a hit, and record sales and radio play were going up, everyone wanted to participate.”

He continues: “Among the remarkable aspects 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 the Answer had their track in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game revived classic rock to the forefront: “The game provided a bigger, new demographic. Generally this had been considered outdated material, however once it got featured on the game and teenagers discovered it, abruptly it was cool. That legitimised the genre, and got rid of the outdated label. It gave all our music a new life.”

In 2008, the band's first record was still not available stateside, meaning the game served as a primary platform for exposure for the group during their US tour opening for the rock giants. “Their crew had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.

Major Band Titles and Lasting Impact

Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their records. It moved more than 500,000 units upon release, while sales of Aerosmith’s music rose significantly during an era as the industry was already collapsing.

Guitar Hero continues to inspire quick-handed dedication within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is difficult enough on expert mode, let alone performed at increased tempo and without missing a single one of the thousands of cues. The streamer claimed requiring nine months to accomplish.

“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up a real gun and go to war,” notes musician the artist.

The band previously wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I recall our distributors informing us that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure via the game proved so vast that it risked overshadow all other the band has done. Last year, the song featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we played a role of people’s lives”.

Enduring Impact of a Plastic Guitar

Top-tier marketing, be it for automobiles, apparel or video games, goes further mere transactions – it inspires a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the co-founders felt that humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to do it”.

Most installments came out over a mere half-decade between 2005 and 2010, featuring spin-offs like the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, aside from a short-lived revival several years later.

Games like Clone Hero and newer releases have kept the scene active, with set to be something from the original publisher in development. Recently formed developers has begun production on their first rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry following the classic?

“Our team believed such titles might become similar to sports games where you can releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”

The writer

John Bradley

Lena Visser is a tech journalist and content strategist based in Amsterdam, covering European innovation and digital trends.

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