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

It has been two decades after Guitar Hero debuted across the Atlantic, giving players everywhere the opportunity to become rock legends. Not in reality, though you'd be hard-pressed convincing anyone who's mastered the epic lengthy guitar solo before an enthusiastic living-room audience.

Created by the developers, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to a song. Every sequence corresponded to specific notes, creating the feel of an authentic performance.

The studio previously tried its hand in the music genre prior to teaming up with the publisher, later acquired by Activision in 2006. Together, they established the foundations for an unlikely massively profitable franchise which made a remarkable influence on numerous musicians included, introducing decades-old bands to millions of gaming enthusiasts.

A former executive, former COO from the developer, recalls the initial financial challenges of licensing the songs – despite the fact the first two games mostly used cover versions.

“We reproduced all the music because the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, album purchases airtime were going up, all artists desired to participate.”

He continues: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It evolved into a multigenerational thing.”

Timeless Music Finds Younger Fans

Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Typically such music was considered outdated material, however when it was featured on the game young people were finding it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”

In 2008, the band's first record was still not available in the US, meaning Guitar Hero served as a primary platform for exposure for the group during their US tour opening for AC/DC. “Their crew had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Major Band Spin-offs Enduring Impact

Rock’s heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their studio albums. It moved more than 500,000 copies in its first week, and demand for their songs saw an increase of up to 40% during an era as the industry faced decline.

Guitar Hero still motivates quick-handed fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. The song is difficult enough on the hardest setting, not to mention played at double speed and without missing every one of the thousands of cues. They stated it took months of practice of practice.

“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to use a real gun and enlist,” notes DragonForce guitarist Herman Li.

DragonForce previously wrapped up a successful tour when their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall the record label informing us that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it has threatened to overshadow everything else accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – each person has a unique path in music and I'm pleased we played a role of people’s lives”.

The Lasting Legacy from the Iconic Controller

Top-tier marketing, whether it’s for automobiles, apparel or video games, goes further mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the creators believed there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to do it”.

Most installments were released over a mere half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival several years later.

Games like Clone Hero and Fortnite Festival have kept the scene active, with expectations of a new product from the original publisher in development. Recently formed developers has entered production on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?

“We thought such titles could be like Madden where you can releases,” 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 continue with new generations.”

About the author

Kerry Martin

A certified mindfulness coach with over a decade of experience, dedicated to helping others find peace through meditation and self-care practices.

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