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Guitar Hero at 20 – How a Plastic Axe Connected Generations Between Rock Generations

Marking 20 years after the legendary game hit the market in North America, giving players everywhere the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed convincing someone who has mastered the epic four-minute guitar solo in front of an enthusiastic living-room audience.

Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the display synchronized to the music. Every sequence corresponded to particular chords, producing the feel of an authentic performance.

The studio had already experimented with rhythm games before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar franchise that had a significant influence on numerous musicians featured, showcasing decades-old groups to millions of younger players.

Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles in securing the songs – even though the first two games mostly used cover versions.

“We reproduced every song because the dollar figure was so high,” he says. “Despite having the necessary permissions alone, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero took off, and record sales airtime increased, all artists desired to participate.”

He adds: “One of the amazing things was the number of parents reached out and thanked us for exposing their children to the songs they adored. It became an intergenerational phenomenon.”

Classic Rock Finds Younger Fans

Northern Irish group the Answer had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived classic rock back into vogue: “The game provided a larger, new demographic. Generally such music was seen as outdated material, however when it was included in the game and teenagers were finding it, abruptly it became trendy. This validated it, eliminating the outdated label. It gave our catalog renewed popularity.”

At that time, the Answer’s debut album was still unreleased in the US, meaning the game was a key medium for exposure for the group during their US tour opening for AC/DC. “Their crew had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and related stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money compared to their records. It sold more than half a million units upon release, while sales of Aerosmith’s music saw an increase of up to 40% at a time as the industry faced decline.

Guitar Hero still motivates quick-handed dedication within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is challenging even in expert mode, not to mention played at increased tempo and without missing every one of its near 4,000 notes. They stated requiring nine months of practice.

“The game offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” notes musician Herman Li.

DragonForce previously completed a profitable run before Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I recall the record label informing us that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

In fact, the band's visibility from Guitar Hero proved so vast that it has risked overshadow everything else accomplishments. Recently, the track featured in a trailer for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Impact of a Iconic Controller

The best 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 our team trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.

Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, including derivative titles like DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.

Titles like Clone Hero and newer releases have kept the scene alive, with set to be a new product from the founders on the way. Recently formed developers has begun work on its debut music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry following the classic?

“Our team believed such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to continue for future fans.”

The writer

Philip Ryan

A tech futurist and writer passionate about exploring how emerging technologies transform society and daily life.

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