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Guitar Hero Turns 20 – How a Plastic Axe Bridged the Gap Between Music Generations

It has been 20 years since the legendary game debuted in North America, providing everyday gamers the opportunity to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who's nailed the epic four-minute instrumental break in front of a packed crowd of friends.

Developed by Harmonix, the game gave players a plastic guitar peripheral to follow on-screen cues scrolling down the display synchronized to a song. Every sequence mimicked particular chords, producing the feel of a genuine performance.

The studio previously tried its hand with rhythm games before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable franchise that had a remarkable impact for many of the artists featured, introducing classic bands to a new generation of gaming enthusiasts.

A former executive, former COO of Harmonix, remembers the early budgetary hurdles in securing the recordings – even though initial releases mostly used rerecorded tracks.

“We reproduced every song since the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. But once the game became a hit, and record sales and radio play were going up, all artists desired to be in.”

He adds: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the music they loved. It became an intergenerational thing.”

Classic Rock Finds Younger Fans

Northern Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Typically such music was considered outdated material, however once it got featured on the title young people discovered it, suddenly it became trendy. This validated the genre, eliminating the outdated tag. It provided all our music renewed popularity.”

In 2008, the band's debut album remained unreleased in the US, so the game was a key medium for exposure for the group as they went on US tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.

Major Band Titles and Lasting Impact

Rock’s heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their studio albums. It sold more than half a million copies in its first week, and demand for Aerosmith’s music rose significantly during an era as the industry faced decline.

The series continues to inspire nimble-fingered dedication within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. The song is challenging even in expert mode, let alone performed at double speed while hitting every one of the thousands of cues. They stated requiring nine months to accomplish.

“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.

The band had already completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label calling to tell me that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of the headliners at the event.”

Indeed, the band's visibility via the game proved so vast that it has threatened to eclipsing everything else the band has done. Recently, the song was used in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.

Enduring Legacy from the Plastic Guitar

Top-tier promotion, be it for automobiles, clothes or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the co-founders believed there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to participate”.

Most installments were released in just a five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival several years later.

Games such as Clone Hero and Fortnite Festival have maintained the community alive, and there’s expectations of a new product from the original publisher in development. A new studio has begun work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry following the classic?

“Our team believed those games might become similar to sports games where you can update every year,” he remarks. “There’s so much new music it could remain perennially popular, thus I remain optimistic. It's entirely possible for it to continue with new generations.”

About the author

Barry Walsh

A tech enthusiast and creative writer passionate about exploring digital trends and sharing actionable insights.

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