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Guitar Hero Celebrates 20 Years – How a Plastic Axe Connected Generations Between Music Generations

Marking two decades after the legendary game hit the market across the Atlantic, offering players everywhere the tools to feel like rock legends. Not in reality, though you'd be hard-pressed convincing someone who's nailed Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.

Created by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the display in time with a song. Every sequence mimicked specific notes, creating the sensation of a genuine live show.

Harmonix had already experimented with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Together, they established the foundations for an unlikely massively profitable franchise which made a significant influence for many of the artists featured, showcasing classic bands to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges in securing the recordings – despite the fact the first two games primarily featured cover versions.

“We reproduced all the music because the cost prohibitive,” he says. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once the game took off, album purchases and radio play were going up, all artists desired to participate.”

He adds: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their kids to the music they adored. It became a multigenerational phenomenon.”

Classic Rock Finds a New Audience

Northern Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series brought older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Generally this had been considered music that was past it, but then when it was included in the title and teenagers discovered it, suddenly it was cool. That legitimised it, and got rid of the outdated tag. It provided all our music renewed popularity.”

At that time, the band's debut album was still unreleased in the US, meaning the game was a key medium for exposure for the band as they went on a North American tour opening for the rock giants. “Their crew had on the song on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.

Major Band Spin-offs Enduring Impact

Music's biggest acts soon capitalised on 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 associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue compared to their studio albums. It moved more than half a million units in its first week, and sales of their songs saw an increase significantly during an era as the industry faced decline.

Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, an online personality completed a remarkable feat featuring 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. The song is challenging even in expert mode, not to mention played at double speed while hitting a single one of the thousands of cues. They stated requiring nine months of practice.

“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should pick up a real gun and enlist,” says musician Herman Li.

DragonForce previously wrapped up a successful tour before their hit was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors calling to tell me that our records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing just before the headliners at the event.”

In fact, the band's visibility from Guitar Hero was so immense that it has threatened to eclipsing all other the band has done. Recently, the song featured in a trailer for a major film. “Previously I thought differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.

The Lasting Impact of a Plastic Guitar

Top-tier promotion, whether it’s for cars, clothes or games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to create songs, and their goal was to use technology to allow people to do it”.

The majority of Guitar Hero games came out in just a half-decade from 2005 to 2010, including derivative titles such as the DJ version, including a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.

Titles such as Clone Hero and newer releases have maintained the community active, and there’s set to be a new product from the original publisher in development. Recently formed developers has begun work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?

“Our team believed those games might become like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to continue for future fans.”

VP
By

Victoria Paul

Alex Thornton is a golf enthusiast and gear reviewer with over a decade of experience in the sport.

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