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

Marking two decades after Guitar Hero first launched across the Atlantic, offering players everywhere the opportunity to become a rock star. Not in reality, though you'd be hard-pressed telling that someone who has mastered the epic lengthy guitar solo in front of a packed living-room audience.

Developed by the developers, the game gave players a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Each riff mimicked specific notes, producing the sensation of a genuine performance.

Harmonix had already tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising massively profitable series that had a remarkable impact on numerous of the artists included, introducing decades-old bands to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the songs – even though initial releases primarily featured rerecorded tracks.

“We reproduced every song because the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, everyone wanted to participate.”

He continues: “Among the remarkable aspects was how many parents got in touch expressing gratitude for introducing their children to the songs they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Finds a New Audience

Northern Irish blues-rock band the Answer had their track in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls how the series brought classic rock back into vogue: “The game provided a bigger, new demographic. Generally such music was considered music that was past it, but then once it got featured on the game young people were finding it, abruptly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”

At that time, the Answer’s first record was still not available stateside, meaning the game served as a primary platform of discovery for the band during their US tour supporting the rock giants. “Their crew had on the song during travel, and several recognized us thanks to the game,” Mahon says.

Major Band Spin-offs and Lasting Impact

Rock’s biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and related stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the band more money compared to their studio albums. It moved well over half a million copies upon release, while sales of their songs rose of up to 40% during an era as the industry was already collapsing.

Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. This track is difficult enough on the hardest setting, not to mention played at double speed while hitting every one of the thousands of cues. The streamer stated requiring nine months to accomplish.

“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you should use a real gun and enlist,” says musician the artist.

The band previously completed a profitable run before their hit appeared in the third game, yet he explains it turned them into widely recognized. “I remember the record label informing us that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”

Indeed, the band's visibility via the game was so immense that it has risked eclipsing everything else the band has done. Last year, the track was used in a trailer for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – each person has a unique musical journey and I’m glad we’ve been part in fans' experiences”.

Enduring Impact of a Plastic Guitar

The best marketing, whether it’s for automobiles, apparel or video games, goes further mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the co-founders felt that there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to do it”.

The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including derivative titles such as DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus on peripherals waned, aside from a brief comeback several years later.

Games like Clone Hero and newer releases have kept the scene active, with set to be something from the original publisher in development. Recently formed developers has entered production on their first rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace another game following Guitar Hero?

“We thought those games might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”

About the author

David Brown

Elena Vance is a professional content strategist and writer with over 10 years of experience in digital marketing and creative writing.

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