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Guitar Hero Celebrates 20 Years – How a Plastic Axe Connected the Gap Among Music Fans

It has been two decades after Guitar Hero first launched across the Atlantic, providing players everywhere the means to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who has mastered the epic four-minute guitar solo before a packed living-room audience.

Developed by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display in time with a song. Every sequence corresponded to particular chords, creating the sensation of an authentic performance.

Harmonix had already experimented in the music genre before partnering with RedOctane, which was purchased by Activision in 2006. Together, they established the groundwork for an unlikely massively profitable series that had a remarkable influence for many of the artists included, showcasing classic groups to a new generation of gaming enthusiasts.

A former executive, former COO from the developer, recalls the early budgetary hurdles of licensing the songs – despite the fact the first two games primarily featured rerecorded tracks.

“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once Guitar Hero took off, and record sales and radio play were going up, all artists desired to be in.”

He adds: “One of the remarkable aspects was how many parents reached out and thanked us for exposing their children to the music they adored. It became an intergenerational phenomenon.”

Timeless Music Gains a New Audience

Irish group the Answer included their track on the 2008 game the popular installment. Lead musician the artist remembers how the series revived older hits back into vogue: “Guitar Hero offered a larger, younger audience. Typically such music was considered outdated material, however once it got included in the game and teenagers were finding it, abruptly it became trendy. That legitimised the genre, eliminating the outdated tag. It provided all our music a new life.”

At that time, the band's first record was still unreleased in the US, so Guitar Hero was a key medium of discovery for the group during their US tour opening for the rock giants. “Their crew were playing 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 heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around their music collections and associated stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly earned the group more money compared to their studio albums. It moved well over half a million units upon release, while demand for Aerosmith’s music saw an increase significantly at a time when the music business faced decline.

The series still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. This track is difficult enough on the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They claimed it took nine months to accomplish.

“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you should use actual weapons and enlist,” notes musician the artist.

DragonForce had already completed a successful tour before their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors informing us that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”

In fact, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else the band has done. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” Li says. “Should you just hear a single track, that's fine – everyone’s got 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 cars, clothes or games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and they wanted to leverage innovation to enable everyone to do it”.

Most installments came out in just a half-decade between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.

Titles like Clone Hero and Fortnite Festival have kept the community alive, and there’s set to be something from the original publisher on the way. Recently formed developers has entered work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?

“We thought those games could be like Madden where you can releases,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”

Written by

Linda Wilson

A seasoned tech journalist with over a decade of experience covering digital innovations and cybersecurity trends across Europe.

PointTech UK

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