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The Iconic Game Celebrates 20 Years – How a Plastic Axe Bridged the Gap Among Music Generations

Marking 20 years after the legendary game debuted in North America, offering players everywhere the means to feel like rock legends. Not literally, though you'd be hard-pressed telling that anyone who has mastered the epic four-minute instrumental break before an enthusiastic crowd of friends.

Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the display in time with the music. Each riff corresponded to specific notes, creating the feel of an authentic live show.

Harmonix had already experimented in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they laid the foundations for a surprising massively profitable franchise which made a significant influence for many of the artists featured, showcasing decades-old bands to a new generation of gaming enthusiasts.

A former executive, former COO from the developer, recalls the early financial challenges in securing the recordings – even though initial releases primarily featured cover versions.

“We reproduced all the music because the cost prohibitive,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get acts such as the Who – the publisher had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero became a hit, and record sales and radio play increased, all artists desired to be in.”

He adds: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their children to the music they loved. It became a multigenerational phenomenon.”

Classic Rock Gains Younger Fans

Irish group the Answer had their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “The game offered a bigger, new demographic. Generally this had been considered music that was past it, however when it was featured on the title young people discovered it, suddenly it became trendy. This validated it, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”

At that time, the Answer’s first record remained unreleased in the US, so the game served as a primary platform of discovery for the group as they went on a North American tour opening for the rock giants. “Their crew had on the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the band greater revenue than any of their records. It moved more than half a million units in its first week, and sales of Aerosmith’s music saw an increase significantly during an era as the industry faced decline.

Guitar Hero still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. This track is difficult even in expert mode, not to mention performed at increased tempo while hitting every one of its near 4,000 notes. They claimed it took nine months to accomplish.

“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.

The band had already completed a profitable run before Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I remember the record label informing us that we were selling albums rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before top acts at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing all other the band has done. Recently, the track was used in promotional material for a major film. “In the past I felt differently, but I’ve made peace with it,” Li says. “Should you just hear a single track, it’s totally cool – each person has a unique path in music and I’m glad we played a role in fans' experiences”.

The Lasting Impact of a Plastic Guitar

Top-tier marketing, be it for cars, clothes or games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and they wanted to use technology to allow people to participate”.

The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback several years later.

Games like Clone Hero and newer releases have kept the community active, with expectations of something from the founders on the way. A new studio has begun work on their first rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry following the classic?

“Our team believed such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”

MN
By

Miguel Nichols

Astrophysicist and science communicator passionate about making space accessible through engaging stories and research.

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