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

It has been two decades after the legendary game hit the market across the Atlantic, offering players everywhere the means to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.

Developed by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display in time with the music. Each riff corresponded to particular chords, producing the sensation of an authentic live show.

Harmonix previously experimented in the music genre prior to teaming up with the publisher, later acquired by Activision in 2006. Together, they established the foundations for an unlikely billion-dollar franchise that had a remarkable influence on numerous of the artists featured, showcasing classic bands to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges of licensing the songs – even though initial releases primarily featured cover versions.

“We rerecorded all the music since the dollar figure prohibitive,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero took off, and record sales and radio play increased, everyone wanted to be in.”

He adds: “One of the amazing things was how many parents got in touch and thanked us for introducing their kids to the songs they adored. It evolved into an intergenerational phenomenon.”

Timeless Music Gains a New Audience

Irish blues-rock band the Answer had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Typically such music was seen as outdated material, however when it was featured on the title and teenagers were finding it, abruptly it was cool. This validated the genre, eliminating the outdated tag. It gave our catalog renewed popularity.”

At that time, the Answer’s first record remained not available in the US, meaning Guitar Hero was a key medium of discovery for the band as they went on US tour opening for the rock giants. “The roadies were playing the song on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.

Major Band Titles and Lasting Influence

Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and related stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their studio albums. It sold well over 500,000 copies in its first week, while demand for their songs saw an increase of up to 40% at a time as the industry faced decline.

The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult enough on expert mode, let alone performed at double speed while hitting every one of its near 4,000 notes. They stated it took nine months to accomplish.

“The game offers a, imaginary experience. If you play other games, it doesn't imply you ought to use a real gun and enlist,” says musician the artist.

The band had already completed a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it turned them into widely recognized. “I remember our distributors calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing everything else accomplishments. Recently, the track featured in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to 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”.

Enduring Impact from the Iconic Controller

Top-tier marketing, whether it’s for cars, apparel or video games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. From day one, the creators felt that there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.

Most installments were released over a mere half-decade from 2005 to 2010, featuring derivative titles like the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival in 2015.

Games such as the fan project and Fortnite Festival have kept the community alive, with expectations of something from the founders in development. A new studio has entered production on their first music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?

“Our team believed such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason for it to continue for future fans.”

About the author

Joshua Barnes

A seasoned gaming journalist with over a decade of experience covering the UK casino industry and slot machine innovations.

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