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The Iconic Game Turns 20 – How a Plastic Axe Bridged Generations Between Music Fans

It has been 20 years after Guitar Hero first launched in North America, providing everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try telling that anyone who has nailed Free Bird’s four-minute instrumental break before a packed living-room audience.

Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display in time with the music. Each riff mimicked particular chords, creating the sensation of an authentic live show.

Harmonix had already experimented with rhythm games before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable series which made a remarkable influence for many of the artists included, showcasing classic bands to a new generation of younger players.

A former executive, former COO of Harmonix, recalls the initial budgetary hurdles in securing the recordings – even though initial releases mostly used cover versions.

“We reproduced all the music because the dollar figure was so high,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. However, when the game took off, and record sales airtime were going up, everyone wanted to participate.”

He continues: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their children to the music they loved. It evolved into a multigenerational phenomenon.”

Classic Rock Finds a New Audience

Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought classic rock back into vogue: “Guitar Hero offered a bigger, younger audience. Typically this had been considered music that was past it, however when it was included in the title young people discovered it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”

In 2008, the Answer’s debut album remained not available stateside, so the game served as a primary platform for exposure for the band as they went on US tour supporting the rock giants. “The roadies were playing the song on the tour bus, and some of them recognized us thanks to the game,” he notes.

Major Band Titles and Lasting Impact

Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their studio albums. It sold well over half a million units upon release, and sales of Aerosmith’s music rose significantly at a time when the music business was already collapsing.

Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. The song is challenging even in the hardest setting, let alone performed at double speed while hitting every one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.

“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up actual weapons and enlist,” notes musician the artist.

DragonForce previously completed a successful tour when their hit appeared in the third game, but Li says 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 when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”

In fact, the band's visibility from Guitar Hero was so immense that it has risked eclipsing everything else accomplishments. Recently, the track featured in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “If you only listen to a single track, that's fine – each person has a unique path in music and I’m glad we played a role in fans' experiences”.

The Lasting Impact from the Iconic Controller

Top-tier promotion, be it for automobiles, clothes or video games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star on the stage. Since the beginning, the creators felt that humans have a natural urge to make music, and their goal was to use technology to allow people to participate”.

Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.

Games like Clone Hero and Fortnite Festival have kept the scene active, with expectations of a new product from the original publisher in development. A new studio has begun work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?

“We thought those games could be similar to sports games where you can releases,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”

Written by

Christine Rogers

Elena Vanguard is a seasoned agritech expert with over a decade of experience in sustainable farming and smart irrigation systems.

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