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The Iconic Game Celebrates 20 Years – How a Plastic Axe United Generations Between Rock Generations

It has been 20 years after Guitar Hero hit the market across the Atlantic, providing everyday gamers the tools to become a rock star. Figuratively speaking, but try convincing anyone who has mastered Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.

Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with the music. Every sequence corresponded to specific notes, creating the feel of an authentic performance.

The studio previously experimented in the music genre prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Together, they laid the foundations for a surprising massively profitable series which made a significant influence on numerous musicians featured, introducing classic groups to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the recordings – despite the fact initial releases primarily featured cover versions.

“We reproduced all the music since the cost was so high,” he says. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. But once Guitar Hero took off, album purchases airtime increased, all artists desired to participate.”

He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”

Timeless Music Gains a New Audience

Northern Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived classic rock to the forefront: “The game provided a larger, younger audience. Generally this had been seen as outdated material, however once it got featured on the game young people discovered it, suddenly it became trendy. This validated it, eliminating the outdated label. It gave all our music a new life.”

In 2008, the band's first record was still unreleased stateside, so Guitar Hero was a key medium of discovery for the band during their a North American tour opening for AC/DC. “The roadies had on the song during travel, and several knew us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs Enduring Influence

Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the group greater revenue than any of their studio albums. It moved well over half a million copies in its first week, and demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.

Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality achieved a remarkable feat featuring the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. The song is difficult even in the hardest setting, let alone played at double speed while hitting a single one of the thousands of cues. The streamer stated requiring nine months of practice.

“Guitar Hero is a fun, fantasy thing. 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 had already completed a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I recall the record label informing us that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing all other the band has done. Last year, the song featured in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “Should you just hear a single track, it’s totally cool – each person has a unique path in music and I’m glad we played a role of people’s lives”.

The Lasting Impact from the Plastic Guitar

Top-tier promotion, whether it’s for automobiles, apparel or video games, extends beyond than selling something – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive urge to create songs, and they wanted to use technology to allow people to do it”.

The majority installments were released over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.

Titles such as the fan project and newer releases have kept the scene alive, and there’s expectations of something from the founders in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are participating as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?

“We thought such titles might become like Madden where you can update every year,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”

The writer

Evan Lewis

Maya Chen is a digital strategist with over a decade of experience in SEO and content marketing, specializing in helping UK SMEs grow their online visibility.

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