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Guitar Hero at 20 – How a Plastic Axe Connected the Gap Between Music Generations

Marking 20 years since the legendary game first launched in North America, offering players everywhere the tools to become rock legends. Not in reality, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s four-minute instrumental break in front of a packed living-room audience.

Created by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to a song. Every sequence mimicked specific notes, creating the feel of an authentic live show.

Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar series which made a remarkable impact on numerous musicians featured, showcasing classic bands to millions of younger players.

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

“We reproduced all the music because the cost prohibitive,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. But once the game became a hit, and record sales airtime increased, everyone wanted to participate.”

He continues: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for exposing their children to the music they loved. It evolved into an intergenerational thing.”

Classic Rock Finds a New Audience

Irish blues-rock band one featured act included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game brought classic rock back into vogue: “The game offered a bigger, younger audience. Typically such music was seen as music that was past it, but then when it was included in the title and teenagers were finding it, abruptly it was cool. That legitimised it, and got rid of the outdated tag. It gave our catalog renewed popularity.”

At that time, the band's first record was still unreleased in the US, so the game was a key medium for exposure for the band as they went on a North American tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and several knew us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles Enduring Influence

Rock’s heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their studio albums. It sold well over half a million units upon release, while demand for their songs rose significantly at a time when the music business faced decline.

The series continues to inspire quick-handed fanaticism among its fans. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is difficult enough on the hardest setting, let alone played at increased tempo while hitting a single one of the thousands of cues. The streamer claimed requiring months of practice of practice.

“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should use actual weapons and enlist,” notes musician the artist.

DragonForce previously wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors calling to tell me that our records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”

Indeed, the band's visibility from Guitar Hero proved so vast that it has threatened to overshadow all other the band has done. Recently, the song was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear a single track, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part of people’s lives”.

The Lasting Impact from the Iconic Controller

Top-tier marketing, be it for cars, clothes or video games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural human desire to make music, and their goal was to use technology to allow people to participate”.

The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, including derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback several years later.

Titles such as Clone Hero and Fortnite Festival have kept the scene alive, and there’s set to be a new product from the original publisher on the way. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace another game following Guitar Hero?

“Our team believed those games might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”

VM
About the author

Veronica Morris

Elena Vance is a digital strategist with over a decade of experience in content marketing and SEO, helping brands grow their online footprint.

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