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

It has been 20 years after the legendary game first launched in North America, providing everyday gamers the tools to feel like a rock star. Not literally, though you'd be hard-pressed telling that someone who's mastered the epic lengthy guitar solo before an enthusiastic living-room audience.

Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display in time with the music. Each riff mimicked specific notes, creating the sensation of an authentic performance.

Harmonix had already tried its hand with rhythm games before partnering with the publisher, later purchased by Activision during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar series which made a remarkable impact for many of the artists featured, showcasing classic bands to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges in securing the songs – despite the fact the first two games primarily featured cover versions.

“We rerecorded every song because the cost was so high,” he explains. “Despite having the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. But once the game became a hit, and record sales airtime were going up, everyone wanted to participate.”

He adds: “One of the remarkable aspects was how many parents got in touch expressing gratitude for introducing their children to the songs they loved. It became a multigenerational thing.”

Classic Rock Finds Younger Fans

Northern Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “The game provided a bigger, new demographic. Generally this had been considered music that was past it, but then once it got included in the title young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the outdated tag. It provided our catalog a new life.”

In 2008, the band's debut album remained unreleased stateside, so the game served as a primary platform for exposure for the group during their US tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.

Major Band Spin-offs Enduring Influence

Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and related stories, visuals and legendary status. For example, the Aerosmith edition, it was said earned the band more money compared to their studio albums. It moved more than 500,000 units upon release, and demand for Aerosmith’s music saw an increase significantly at a time when the music business faced decline.

The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of personalization features. This track is challenging enough on the hardest setting, not to mention played at increased tempo while hitting a single one of the thousands of cues. The streamer stated it took nine months of practice.

“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and enlist,” says DragonForce guitarist Herman Li.

DragonForce previously wrapped up a profitable run when their hit was featured in the third game, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that our records were moving like crazy,” he shares. “It exploded when we next toured, and we performed just before top acts at the event.”

In fact, DragonForce’s exposure via the game was so immense that it has risked eclipsing everything else the band has done. Recently, the track was used in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” Li says. “If you only hear a single track, that's fine – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.

Enduring Impact from the Iconic Controller

Top-tier marketing, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to participate”.

The majority installments were released over a mere five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, except for a short-lived revival several years later.

Games such as Clone Hero and newer releases have maintained the community alive, with set to be a new product from the founders in development. A new studio has entered work on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?

“Our team believed those games might become like Madden where you can releases,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason for it to continue for future fans.”

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Kathleen Barnes

A passionate storyteller and freelance writer who crafts compelling narratives based on real-life experiences and imaginative journeys.

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