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Guitar Hero Turns 20 – How a Plastic Axe Connected Generations Between Rock Fans

It has been two decades since Guitar Hero hit the market across the Atlantic, offering everyday gamers the means to feel like a rock star. Not in reality, but try convincing someone who has mastered Free Bird’s lengthy instrumental break in front of an enthusiastic living-room audience.

Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes moving along the screen synchronized to the music. Every sequence corresponded to specific notes, producing the sensation of a genuine live show.

Harmonix previously experimented in the music genre prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Together, they established the foundations for a surprising massively profitable franchise which made a significant impact for many of the artists included, introducing classic bands to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges of licensing the songs – despite the fact initial releases primarily featured rerecorded tracks.

“We reproduced all the music since the dollar figure prohibitive,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. But once Guitar Hero became a hit, and record sales airtime increased, all artists desired to participate.”

He adds: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It became a multigenerational thing.”

Classic Rock Gains a New Audience

Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series brought classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Generally this had been seen as music that was past it, but then when it was featured on the title and teenagers discovered it, suddenly it became trendy. That legitimised it, and got rid of the outdated label. It gave all our music a new life.”

In 2008, the band's debut album remained unreleased stateside, so Guitar Hero served as a primary platform for exposure for the band as they went on US tour opening for the rock giants. “Their crew had on the song on the tour bus, and some of them recognized us thanks to the game,” he notes.

Major Band Spin-offs and Lasting Impact

Music's heavyweight names quickly took advantage of the game's success, including bands like 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, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their studio albums. It sold well over half a million copies upon release, while demand for their songs rose of up to 40% during an era when the music business faced decline.

The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is challenging enough on the hardest setting, not to mention played at double speed while hitting every one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.

“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you ought to pick up actual weapons and go to war,” notes DragonForce guitarist the artist.

DragonForce previously wrapped up a successful tour when their hit appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label informing us that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it threatened to overshadow all other the band has done. Last year, the track featured in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.

The Lasting Legacy from the Iconic Controller

Top-tier marketing, whether it’s for automobiles, clothes or video games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of performing as a music icon on the stage. From day one, the co-founders believed there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to participate”.

The majority installments came out in just a five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments died down, except for a short-lived revival several years later.

Titles such as Clone Hero and Fortnite Festival have kept the scene alive, and there’s expectations of something from the original publisher on the way. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?

“Our team believed such titles could be like Madden where you can update every year,” he remarks. “There’s so much new music that it could be evergreen, thus I remain optimistic. There’s no reason for it to persist with new generations.”

The writer

John Frost

A seasoned editor and novelist passionate about storytelling and helping writers achieve their publishing goals.

VoxLoom Press

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