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The Iconic Game Celebrates 20 Years – How a Plastic Axe United Generations Among Music Fans

It has been 20 years after Guitar Hero debuted across the Atlantic, providing players everywhere the tools to feel like rock legends. Not literally, but try telling that anyone who has nailed the epic four-minute instrumental break before a packed crowd of friends.

Created by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the screen in time with the music. Each riff corresponded to particular chords, creating the sensation of a genuine performance.

The studio previously tried its hand in the music genre before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar series which made a significant influence on numerous of the artists included, showcasing decades-old bands to a new generation of gaming enthusiasts.

A former executive, former COO of Harmonix, remembers the initial budgetary hurdles in securing the recordings – even though the first two games mostly used cover versions.

“We rerecorded every song because the cost prohibitive,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero took off, album purchases airtime were going up, everyone wanted to participate.”

He adds: “One of the amazing things was the number of parents got in touch expressing gratitude for introducing their kids to the songs they loved. It became a multigenerational thing.”

Timeless Music Gains a New Audience

Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game brought classic rock back into vogue: “The game offered a larger, younger audience. Generally such music was considered outdated material, but then when it was featured on the title and teenagers discovered it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”

In 2008, the band's first record was still unreleased stateside, so the game served as a primary platform for exposure for the band as they went on US tour supporting AC/DC. “Their crew were playing the song on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.

Major Band Spin-offs Enduring Influence

Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and associated stories, imagery and legendary status. For example, the Aerosmith edition, it was said earned the group more money compared to their studio albums. It moved well over half a million units in its first week, while sales of their songs rose of up to 40% during an era as the industry was already collapsing.

The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is difficult even in the hardest setting, let alone performed at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.

“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you should use a real gun and go to war,” says DragonForce guitarist Herman Li.

DragonForce previously completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I recall our distributors informing us that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”

Indeed, the band's visibility via the game was so immense that it has threatened to eclipsing everything else accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.

Enduring Legacy from the Iconic Controller

Top-tier promotion, whether it’s for automobiles, apparel or video games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the creators believed there’s an instinctive urge 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 from 2005 to 2010, including spin-offs such as the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, aside from a short-lived revival in 2015.

Games such as Clone Hero and newer releases have maintained the community active, and there’s expectations of something from the original publisher on the way. A new studio has entered work on its debut music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?

“We thought such titles could be similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason for it to continue with new generations.”

Written by

Yvonne Love

A journalist and researcher with over a decade of experience covering geopolitics and social issues, known for in-depth analysis.

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