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

It has been 20 years since Guitar Hero hit the market across the Atlantic, offering players everywhere the opportunity to feel like rock legends. Not literally, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.

Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to a song. Each riff corresponded to specific notes, producing the sensation of a genuine performance.

Harmonix had already experimented in the music genre before partnering with RedOctane, later purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely billion-dollar franchise that had a remarkable impact for many musicians included, introducing classic bands to millions of gaming enthusiasts.

A former executive, former COO from the developer, remembers the initial financial challenges in securing the songs – despite the fact initial releases primarily featured cover versions.

“We reproduced every song since the dollar figure was so high,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game became a hit, and record sales airtime increased, everyone wanted to participate.”

He adds: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their kids to the songs they adored. It evolved into a multigenerational thing.”

Timeless Music Gains a New Audience

Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived older hits to the forefront: “Guitar Hero offered a larger, younger audience. Generally this had been considered music that was past it, but then when it was included in the game young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the outdated label. It provided our catalog a new life.”

At that time, the band's first record remained not available in the US, so the game was a key medium of discovery for the group as they went on US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and several recognized us thanks to the game,” he notes.

Rock’s Heavyweight Titles Enduring Influence

Music's heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and related lore, imagery and legendary status. In the case of, the Aerosmith edition, reportedly earned the band greater revenue compared to their studio albums. It sold more than 500,000 units in its first week, while sales of Aerosmith’s music saw an increase significantly at a time as the industry faced decline.

Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with similar gameplay and extensive personalization features. This track is challenging enough on expert mode, not to mention played at double speed and without missing a single one of the thousands of cues. They claimed it took months of practice of practice.

“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to use a real gun and enlist,” notes DragonForce guitarist the artist.

The band had already wrapped up a profitable run before Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I remember our distributors informing us that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”

In fact, the band's visibility from Guitar Hero was so immense that it has threatened to eclipsing everything else accomplishments. Recently, the track featured in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role of people’s lives”.

The Lasting Impact from the Plastic Guitar

Top-tier marketing, be it for cars, clothes or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon in the spotlight. From day one, the creators felt that humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to participate”.

Most installments came out in just a five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival in 2015.

Titles like Clone Hero and newer releases have kept the community active, and there’s set to be something from the founders in development. A new studio has entered work on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?

“Our team believed those games might become like Madden where you can releases,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”

AM
By

Alexandra Mcgrath

Elena Vance is a tech strategist with over a decade of experience in digital innovation and enterprise solutions, passionate about driving business growth through technology.

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