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Guitar Hero Turns 20 – How a Plastic Axe Bridged the Gap Between Rock Fans

Marking two decades since the legendary game first launched across the Atlantic, giving players everywhere the means to become a rock star. Not in reality, though you'd be hard-pressed convincing anyone who has nailed Free Bird’s lengthy guitar solo before a packed crowd of friends.

Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display in time with the music. Each riff mimicked particular chords, producing the feel of a genuine live show.

The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable franchise which made a remarkable impact on numerous musicians featured, introducing decades-old bands to millions of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles of licensing the recordings – despite the fact initial releases primarily featured cover versions.

“We reproduced all the music because the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when the game became a hit, album purchases and radio play were going up, everyone wanted to be in.”

He adds: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for exposing their children to the music they adored. It became a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Northern Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived older hits back into vogue: “The game offered a bigger, younger audience. Generally such music was seen as music that was past it, however once it got featured on the game young people discovered it, abruptly it was cool. That legitimised it, eliminating the outdated label. It gave our catalog a new life.”

In 2008, the band's first record remained unreleased stateside, so the game served as a primary platform of discovery for the group as they went on a North American tour supporting AC/DC. “Their crew had on the song during travel, and several recognized us from Guitar Hero,” Mahon says.

Major Band Titles and Lasting Influence

Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and related stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their records. It moved well over 500,000 copies upon release, and sales of their songs rose significantly during an era when the music business faced decline.

Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. This track is difficult enough on expert mode, not to mention played at double speed and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months of practice.

“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you should use a real gun and go to war,” says musician Herman Li.

DragonForce previously completed a profitable run when their hit was featured in the third game, but Li says it turned them into a household name. “I remember the record label informing us that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”

Indeed, the band's visibility via the game was so immense that it threatened to overshadow all other the band has done. Recently, the track was used in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, that's fine – each person has their own path in music and I’m glad we’ve been part of people’s lives”.

The Lasting Legacy of a Plastic Guitar

The best marketing, be it for cars, clothes or games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to use technology to allow people to do it”.

Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus on peripherals died down, except for a brief comeback several years later.

Games such as Clone Hero and newer releases have maintained the community alive, with expectations of something from the founders on the way. A new studio has entered work on their first rhythm-based title. Original co-founders are participating in advisory roles. Is the world ready to embrace another game in the spirit of Guitar Hero?

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

About the author

Wesley Morse

Maya Chen is a tech journalist and AI researcher with over a decade of experience covering emerging technologies and their impact on society.

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