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Guitar Hero Turns 20 – How a Plastic Axe Bridged Generations Among Music Generations

It has been 20 years since the legendary game debuted in North America, providing everyday gamers the opportunity to become a rock star. Figuratively speaking, but try telling that someone who has mastered the epic four-minute instrumental break before a packed crowd of friends.

Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes moving along the screen synchronized to the music. Every sequence mimicked specific notes, creating the sensation of a genuine live show.

Harmonix had already experimented in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising massively profitable franchise which made a significant impact for many musicians included, introducing classic groups to a new generation of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles in securing the songs – even though initial releases mostly used cover versions.

“We reproduced all the music because the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to be in.”

He continues: “One of the remarkable aspects was how many parents got in touch expressing gratitude for introducing their kids to the songs they adored. It evolved into an intergenerational thing.”

Timeless Music Gains Younger Fans

Irish group the Answer included their track on the 2008 game the popular installment. Guitarist the artist remembers the way the game brought older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Typically such music was seen as outdated material, however once it got included in the title and teenagers discovered it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”

In 2008, the Answer’s first record remained not available in the US, so the game was a key medium of discovery for the band as they went on US tour supporting the rock giants. “The roadies were playing the song on the tour bus, and some of them knew us from Guitar Hero,” he notes.

Rock’s Heavyweight Spin-offs Enduring Impact

Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band greater revenue than any of their studio albums. It sold more than 500,000 copies in its first week, and demand for Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.

Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer completed a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. This track is challenging even in expert mode, not to mention performed at double speed while hitting a single one of the thousands of cues. They claimed it took nine months to accomplish.

“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you should use a real gun and go to war,” notes musician Herman Li.

The band previously completed a successful tour when their hit appeared in the third game, yet he explains it made them widely recognized. “I recall the record label calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow all other the band has done. Last year, the song featured in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” Li says. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.

The Lasting Impact of a Iconic Controller

Top-tier promotion, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a music icon on the stage. From day one, the co-founders believed humans have a natural human desire to create songs, and they wanted to use technology to enable everyone to do it”.

The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, including a turntable controller, and Band Hero. After that, corporate focus on peripherals died down, except for a short-lived revival several years later.

Titles like the fan project and newer releases have maintained the community active, with set to be something from the original publisher in development. A new studio has entered production on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?

“We thought such titles might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”

Written by

Rachel Sweeney

A passionate traveler and writer sharing insights from journeys across the UK and beyond.

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