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The Iconic Game Turns 20 – How a Plastic Axe United the Gap Between Music Fans

Marking two decades after Guitar Hero debuted across the Atlantic, offering players everywhere the opportunity to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who's mastered the epic four-minute instrumental break in front of an enthusiastic living-room audience.

Created by the developers, the game gave players a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Each riff mimicked specific notes, producing the feel of a genuine live show.

Harmonix had already experimented with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Together, they established the groundwork for a surprising billion-dollar series which made a remarkable influence for many of the artists included, showcasing decades-old groups to millions of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the songs – despite the fact initial releases primarily featured rerecorded tracks.

“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once Guitar Hero took off, album purchases and radio play were going up, all artists desired to participate.”

He adds: “Among the remarkable aspects was how many parents got in touch expressing gratitude for exposing their children to the music they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game brought older hits back into vogue: “Guitar Hero provided a larger, younger audience. Typically such music was considered outdated material, however when it was featured on the title young people were finding it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”

In 2008, the band's debut album was still not available in the US, so Guitar Hero was a key medium of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies had on the song during travel, and several knew us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles and Lasting Influence

Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and associated lore, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the band greater revenue compared to their records. It sold well over half a million copies in its first week, while demand for their songs saw an increase significantly during an era when the music business was already collapsing.

Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. This track is difficult enough on expert mode, not to mention performed at double speed while hitting every one of the thousands of cues. The streamer claimed it took months of practice of practice.

“Guitar Hero offers a, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.

DragonForce previously completed a successful tour when their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”

In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow everything else the band has done. Recently, the track was used in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part of people’s lives”.

The Lasting Impact from the Plastic Guitar

Top-tier promotion, be it for cars, clothes or video games, goes further mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the creators believed there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.

Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a short-lived revival in 2015.

Games such as the fan project and Fortnite Festival have kept the scene alive, with set to be a new product from the founders in development. A new studio has begun production on their first music game. Original co-founders are participating as special advisers. Are gamers ready to embrace another game in the spirit of the classic?

“Our team believed such titles might become similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”

Written by

Aaron Walls

A passionate writer and digital creator focused on sharing transformative ideas and practical advice for modern living.

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