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

Marking 20 years since the legendary game first launched across the Atlantic, offering everyday gamers the means to become a rock star. Not in reality, but try telling that someone who has nailed the epic lengthy guitar solo in front of a packed living-room audience.

Created by the developers, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the display in time with a song. Each riff mimicked specific notes, producing the feel of a genuine live show.

Harmonix previously tried its hand with rhythm games before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable franchise that had a significant influence on numerous of the artists included, introducing classic bands to millions of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the recordings – despite the fact initial releases primarily featured cover versions.

“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the publishing rights alone, it was nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero took off, and record sales and radio play were going up, all artists desired to be in.”

He continues: “Among the remarkable aspects was the number of parents reached out and thanked us for introducing their children to the songs they adored. It became a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Typically such music was seen as outdated material, but then once it got featured on the game young people were finding it, abruptly it was cool. This validated the genre, and got rid of the outdated label. It provided our catalog a new life.”

At that time, the Answer’s first record was still unreleased in the US, meaning the game served as a primary platform for exposure for the band during their US tour supporting AC/DC. “Their crew had on Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.

Major Band Titles and Lasting Influence

Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and related lore, imagery and legendary status. For example, the Aerosmith edition, reportedly earned the group greater revenue compared to their studio albums. It moved more than 500,000 units in its first week, while demand for their songs rose of up to 40% during an era as the industry faced decline.

Guitar Hero still motivates nimble-fingered dedication among its fans. Recently, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. The song is challenging even in expert mode, let alone performed at double speed and without missing a single 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 Call of Duty, it doesn't imply you should use actual weapons and enlist,” notes DragonForce guitarist Herman Li.

DragonForce had already completed a successful tour when their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label informing us that our selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game was so immense that it risked overshadow everything else the band has done. Last year, the track was used in a trailer for a major film. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only listen to a single track, that's fine – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.

Enduring Legacy of a Plastic Guitar

The best marketing, be it for automobiles, apparel or video games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of being a music icon on the stage. From day one, the creators believed humans have a natural urge to create songs, and their goal was to use technology to enable everyone to do it”.

Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a brief comeback several years later.

Titles such as the fan project and Fortnite Festival have maintained the community active, and there’s set to be a new product from the original publisher on the way. A new studio has begun work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game following the classic?

“Our team believed those games might become similar to sports games allowing annual update every year,” he remarks. “With abundant new music that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue for future fans.”

About the author

Lori Hale DDS

A seasoned gaming journalist with over a decade of experience covering casino slots and industry developments.

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