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The Iconic Game Celebrates 20 Years – How a Plastic Axe United Generations Between Rock Generations

It has been two decades after Guitar Hero debuted across the Atlantic, providing everyday gamers the tools to feel like a rock star. Figuratively speaking, but try convincing someone who's nailed the epic four-minute guitar solo in front of an enthusiastic crowd of friends.

Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the display synchronized to the music. Every sequence corresponded to specific notes, producing the feel of an authentic performance.

Harmonix previously experimented in the music genre prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Together, they laid the groundwork for an unlikely massively profitable series which made a remarkable impact for many of the artists included, introducing decades-old bands to millions of younger players.

Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles of licensing the songs – even though the first two games primarily featured rerecorded tracks.

“We rerecorded every song because the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get bands like legendary groups – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when the game became a hit, album purchases airtime increased, all artists desired to participate.”

He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their children to the songs they adored. It evolved into a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers the way the game brought older hits to the forefront: “The game provided a bigger, new demographic. Typically such music was seen as outdated material, but then when it was included in the title young people discovered it, suddenly it was cool. That legitimised it, and got rid of the outdated tag. It gave all our music a new life.”

At that time, the Answer’s first record remained not available stateside, meaning the game was a key medium of discovery for the band as they went on US tour supporting the rock giants. “Their crew had on the song during travel, and several knew us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs Enduring Impact

Music's heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the group more money than any of their studio albums. It sold well over half a million copies in its first week, while sales of their songs rose of up to 40% at a time when the music business faced decline.

Guitar Hero still motivates quick-handed dedication within the community. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. This track is difficult enough on the hardest setting, let alone performed at increased tempo while hitting a single one of the thousands of cues. They stated requiring nine months to accomplish.

“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you should use actual weapons and go to war,” says DragonForce guitarist the artist.

The band had already completed a profitable run before Through the Fire and Flames appeared in the third game, but Li says it made them widely recognized. “I remember our distributors informing us that our selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing just before the headliners at the event.”

In fact, the band's visibility from Guitar Hero proved so vast that it has threatened to overshadow everything else the band has done. Last year, the song featured in a trailer for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has a unique musical journey and I’m glad we played a role of people’s lives”.

The Lasting Impact from the Plastic Guitar

Top-tier marketing, whether it’s for cars, clothes or video games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural urge to create songs, and they wanted to leverage innovation to enable everyone to do it”.

The majority installments were released over a mere five-year period from 2005 to 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a brief comeback in 2015.

Titles such as Clone Hero and Fortnite Festival have maintained the scene alive, and there’s expectations of a new product from the founders on the way. Recently formed developers has entered work on their first rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry following the classic?

“Our team believed those games could be like Madden where you can releases,” he remarks. “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.”

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The writer

Curtis Davis

Elena Hartwell is a freelance writer and tech enthusiast exploring the intersection of innovation and everyday life.

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