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Guitar Hero Celebrates 20 Years – How a Plastic Axe Connected Generations Between Rock Generations

It has been two decades since Guitar Hero hit the market in North America, giving everyday gamers the tools to feel like rock legends. Figuratively speaking, but try convincing anyone who's nailed the epic lengthy instrumental break before a packed crowd of friends.

Developed by the developers, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to the music. Each riff corresponded to specific notes, creating the feel of an authentic performance.

The studio had already tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by Activision during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar series which made a significant impact for many musicians featured, showcasing decades-old bands to a new generation of younger players.

A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the songs – even though initial releases primarily featured cover versions.

“We rerecorded all the music because the cost prohibitive,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was fairly certain it would fail. However, when Guitar Hero took off, and record sales airtime increased, all artists desired to be in.”

He continues: “One of the amazing things was how many mothers and fathers got in touch and thanked us for introducing their children to the songs they loved. It evolved into an intergenerational phenomenon.”

Timeless Music Gains a New Audience

Northern Irish group one featured act had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon recalls the way the game revived classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Typically this had been seen as outdated material, but then when it was featured on the game and teenagers were finding it, suddenly it was cool. That legitimised the genre, eliminating 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, so the game served as a primary platform for exposure for the band during their US tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.

Major Band Titles Enduring Impact

Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions that focused on their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the group greater revenue compared to their studio albums. It sold more than half a million units upon release, while demand for their songs saw an increase of up to 40% at a time as the industry was already collapsing.

Guitar Hero still motivates nimble-fingered dedication within the community. Recently, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is challenging enough on the hardest setting, let alone performed at double speed while hitting a single one of the thousands of cues. The streamer stated it took months of practice to accomplish.

“The game offers a, imaginary experience. Just as with other games, it doesn't imply you should use a real gun and enlist,” says musician the artist.

The band previously completed a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it made them a household name. “I recall the record label informing us that we were selling albums like crazy,” he shares. “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 via the game was so immense that it has threatened to eclipsing all other accomplishments. Recently, the song featured in a trailer for a major film. “In the past I felt differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.

The Lasting Impact of a Plastic Guitar

Top-tier promotion, whether it’s for automobiles, clothes or video games, goes further than selling something – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to do it”.

Most installments came out over a mere five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a brief comeback several years later.

Games like Clone Hero and Fortnite Festival have maintained the scene alive, with expectations of something from the original publisher in development. A new studio has begun production on its debut 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 could be like Madden where you can update every year,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”

About the author

Tara Harper

Tech journalist and cloud specialist based in Amsterdam, covering emerging tech trends.

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