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Guitar Hero Turns 20 – How a Plastic Axe United Generations Between Music Generations

It has been 20 years since the legendary game debuted across the Atlantic, providing players everywhere the means to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who's mastered Free Bird’s lengthy instrumental break before an enthusiastic living-room audience.

Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the screen in time with a song. Each riff mimicked particular chords, producing the feel of a genuine performance.

Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by the gaming giant in 2006. Together, they established the groundwork for an unlikely billion-dollar franchise which made a significant impact on numerous musicians featured, showcasing classic bands to a new generation of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles of licensing the recordings – even though the first two games primarily featured cover versions.

“We reproduced every song because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases and radio play increased, all artists desired to be in.”

He continues: “Among the remarkable aspects was how many parents reached out expressing gratitude for introducing their kids to the songs they adored. It became a multigenerational phenomenon.”

Classic Rock Gains a New Audience

Northern Irish group the Answer had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Typically this had been seen as outdated material, but then once it got featured on the title young people discovered it, suddenly it was cool. That legitimised the genre, and got rid of the outdated label. It gave our catalog a new life.”

In 2008, the band's debut album was still not available in the US, meaning the game was a key medium for exposure for the band during their US tour opening for the rock giants. “Their crew had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, reportedly to have made the group more money than any of their studio albums. It sold well over 500,000 units in its first week, while sales of their songs saw an increase of up to 40% during an era when the music business was already collapsing.

The series continues to inspire nimble-fingered dedication among its fans. Recently, a streamer completed an impressive attempt featuring the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. This track is challenging enough on the hardest setting, not to mention played at increased tempo while hitting every one of the thousands of cues. They stated it took nine months to accomplish.

“The game offers a, fantasy thing. Just as with other games, it doesn't imply you should use actual weapons and go to war,” says musician the artist.

The band had already wrapped up a profitable run when their hit was featured in the third game, yet he explains it turned them into a household name. “I recall the record label calling to tell me that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure via the game proved so vast that it risked eclipsing all other accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.

Enduring Legacy from the Iconic Controller

Top-tier promotion, be it for automobiles, clothes or games, goes further mere transactions – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and their goal was to use technology to allow people to participate”.

The majority installments came out in just a half-decade from 2005 to 2010, including spin-offs like the DJ version, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.

Titles like Clone Hero and Fortnite Festival have maintained the community alive, and there’s set to be a new product from the founders in development. Recently formed developers has begun work on their first rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?

“Our team believed such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”

The writer

Jonathan George

A passionate food blogger and nutrition enthusiast dedicated to creating tasty, wholesome recipes for modern lifestyles.

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