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Guitar Hero Turns 20 – How a Plastic Axe United the Gap Between Music Fans

Marking 20 years since Guitar Hero first launched in North America, giving players everywhere the tools to become a rock star. Not literally, but try telling that someone who's nailed the epic lengthy instrumental break before a packed crowd of friends.

Developed by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to the music. Each riff corresponded to particular chords, producing the sensation of a genuine live show.

Harmonix had already tried its hand with rhythm games before partnering with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the foundations for an unlikely massively profitable series that had a remarkable impact for many musicians included, introducing classic bands to a new generation of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the initial financial challenges of licensing the songs – despite the fact initial releases primarily featured rerecorded tracks.

“We rerecorded every song because the cost was so high,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once the game became a hit, and record sales airtime increased, all artists desired to participate.”

He continues: “Among the remarkable aspects was how many parents got in touch and thanked us for introducing their children to the songs they adored. It became a multigenerational thing.”

Classic Rock Finds Younger Fans

Northern Irish blues-rock band the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls the way the game brought classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Typically this had been seen as music that was past it, but then once it got featured on the game and teenagers discovered it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”

In 2008, the band's first record was still not available in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour opening for the rock giants. “The roadies had on the song during travel, and several knew us from Guitar Hero,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Influence

Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and related stories, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the group greater revenue compared to their records. It moved more than 500,000 units in its first week, while demand for their songs saw an increase significantly during an era as the industry was already collapsing.

Guitar Hero still motivates nimble-fingered dedication among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. This track is challenging enough on expert mode, let alone played at increased tempo while hitting a single one of the thousands of cues. They claimed requiring nine months to accomplish.

“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you should pick up actual weapons and enlist,” says musician Herman Li.

The band had already wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall our distributors informing us that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game was so immense that it has risked overshadow everything else accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “In the past I felt 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 pleased we played a role of people’s lives”.

The Lasting Impact from the Iconic Controller

The best promotion, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.

The majority installments came out over a mere half-decade from 2005 to 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.

Titles such as the fan project and Fortnite Festival have kept the community active, and there’s expectations of a new product from the original publisher in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are participating in advisory roles. Is the world ready to embrace a new entry following the classic?

“We thought such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to persist for future fans.”

About the author

Jonathan Allen

A tech journalist with over a decade of experience covering global technology trends and startup ecosystems.

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