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Guitar Hero Celebrates 20 Years – How a Plastic Axe United the Gap Among Rock Fans

Marking two decades since the legendary game hit the market in North America, providing players everywhere the means to become a rock star. Not in reality, but try telling that someone who's nailed the epic four-minute instrumental break before a packed crowd of friends.

Developed by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to the music. Each riff mimicked specific notes, producing the sensation of an authentic live show.

The studio had already experimented with rhythm games before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable franchise which made a significant influence for many musicians featured, introducing decades-old groups to a new generation of younger players.

A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the recordings – even though the first two games mostly used rerecorded tracks.

“We reproduced every song since the cost prohibitive,” he explains. “Despite having the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when the game became a hit, album purchases and radio play increased, everyone wanted to participate.”

He continues: “One of the amazing things was how many parents got in touch and thanked us for exposing their children to the songs they adored. It became an intergenerational thing.”

Timeless Music Gains a New Audience

Northern Irish group one featured act included their track in the 2008 release the popular installment. Lead musician the artist remembers the way the game revived classic rock back into vogue: “Guitar Hero offered a larger, new demographic. Typically such music was seen as outdated material, but then when it was featured on the game young people were finding it, suddenly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”

In 2008, the band's first record remained not available in the US, so Guitar Hero was a key medium of discovery for the group during their US tour supporting AC/DC. “The roadies 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

Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and related lore, imagery and legendary status. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue compared to their records. It sold well over half a million units in its first week, and sales of their songs saw an increase significantly during an era as the industry was already collapsing.

The series still motivates nimble-fingered dedication within the community. Recently, an online personality 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 similar mechanics and extensive personalization features. This track is difficult enough on the hardest setting, let alone played at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated requiring months of practice of practice.

“The game is a fun, imaginary experience. If you play other games, it doesn't imply you should use a real gun and go to war,” says DragonForce guitarist the artist.

DragonForce previously wrapped up a profitable run before their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall our distributors informing us that our selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Recently, the track was used in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.

The Lasting Legacy of a Iconic Controller

The best promotion, be it for cars, clothes or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.

The majority installments were released over a mere half-decade between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, except for a short-lived revival several years later.

Titles such as the fan project and Fortnite Festival have kept the scene active, with expectations of something from the original publisher in development. A new studio has begun production on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers ready to embrace another game following Guitar Hero?

“Our team believed those games might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t persist with new generations.”

CB
By

Caitlin Bailey

Interior designer and home decor enthusiast sharing UK-based design insights and creative living solutions.

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