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Guitar Hero at 20 – How a Plastic Axe United the Gap Among Rock Generations

Marking two decades after Guitar Hero hit the market in North America, offering everyday gamers the opportunity to feel like rock legends. Not literally, though you'd be hard-pressed telling that someone who has mastered the epic four-minute instrumental break before a packed crowd of friends.

Developed by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues moving along the screen synchronized to the music. Each riff mimicked specific notes, creating the feel of a genuine live show.

The studio had already tried its hand with rhythm games prior to teaming up with the publisher, later acquired by Activision in 2006. Together, they laid the groundwork for a surprising massively profitable franchise that had a significant impact for many musicians included, showcasing decades-old groups to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the recordings – even though the first two games mostly used cover versions.

“We reproduced every song since the cost was so high,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when the game became a hit, album purchases airtime were going up, all artists desired to be in.”

He adds: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for exposing their children to the music they loved. It became a multigenerational thing.”

Classic Rock Finds a New Audience

Irish blues-rock band one featured act included their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers how the series revived older hits back into vogue: “The game offered a bigger, younger audience. Typically such music was considered outdated material, however once it got featured on the title and teenagers discovered it, abruptly it became trendy. That legitimised the genre, and got rid of the outdated tag. It provided our catalog a new life.”

In 2008, the Answer’s first record remained unreleased stateside, meaning the game served as a primary platform for exposure for the group as they went on US tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them recognized us thanks to the game,” he notes.

Rock’s Heavyweight Titles and Lasting Impact

Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on 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 moved more than 500,000 units upon release, while demand for Aerosmith’s music rose significantly at a time as the industry was already collapsing.

The series continues to inspire quick-handed dedication among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. This track is challenging even in expert mode, not to mention played at double speed and without missing a single one of its near 4,000 notes. The streamer claimed it took nine months of practice.

“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” notes DragonForce guitarist the artist.

DragonForce previously completed a successful tour when their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label calling to tell me that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”

Indeed, the band's visibility from Guitar Hero was so immense that it risked eclipsing all other the band has done. Last year, the track was used in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.

Enduring Impact of a Iconic Controller

The best promotion, be it for automobiles, clothes or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “That thrill of being a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.

Most installments came out over a mere half-decade between 2005 and 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a brief comeback several years later.

Games such as the fan project and newer releases have kept the scene active, with expectations of a new product from the original publisher in development. A new studio has entered work on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following the classic?

“We thought those games could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”

Written by

Alexandra Gomez

A London-based interior designer and lifestyle writer with over a decade of experience in modern aesthetics.

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