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

Marking 20 years after Guitar Hero hit the market across the Atlantic, giving players everywhere the tools to feel like rock legends. Figuratively speaking, but try convincing someone who's nailed Free Bird’s four-minute instrumental break in front of a packed crowd of friends.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen synchronized to a song. Every sequence corresponded to specific notes, creating the feel of an authentic performance.

The studio previously experimented with rhythm games before partnering with the publisher, which was acquired by Activision during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar series which made a significant impact for many of the artists included, showcasing decades-old groups to millions of gaming enthusiasts.

A former executive, former COO of Harmonix, recalls the early budgetary hurdles of licensing the songs – even though the first two games mostly used rerecorded tracks.

“We rerecorded every song since the cost was so high,” he says. “Despite having the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, and record sales and radio play were going up, everyone wanted to be in.”

He adds: “One of the amazing things was how many parents got in touch and thanked us for introducing their kids to the music they adored. It became a multigenerational phenomenon.”

Timeless Music Gains a New Audience

Northern Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series brought classic rock back into vogue: “Guitar Hero offered a larger, new demographic. Typically such music was considered music that was past it, however once it got included in the game young people were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”

In 2008, the band's first record was still unreleased in the US, so Guitar Hero served as a primary platform of discovery for the group as they went on US tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.

Major Band Spin-offs Enduring Impact

Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and associated lore, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the band more money than any of their records. It moved well over 500,000 units upon release, while demand for Aerosmith’s music rose of up to 40% at a time when the music business faced decline.

The series still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. This track is difficult even in expert mode, let alone played at increased tempo while hitting every one of the thousands of cues. They claimed requiring months of practice of practice.

“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” notes musician the artist.

The band previously completed a profitable run when their hit was featured on Guitar Hero III, but Li says it made them a household name. “I recall the record label informing us that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked overshadow everything else the band has done. Last year, the song was used in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.

The Lasting Legacy of a Plastic Guitar

The best promotion, be it for automobiles, clothes or video games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.

The majority of Guitar Hero games were released over a mere half-decade between 2005 and 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.

Titles such as the fan project and newer releases have maintained the community alive, and there’s set to be something from the original publisher on the way. A new studio has begun production on their first music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?

“We thought those games could be like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to continue with new generations.”

MR
By

Mary Reed

A digital strategist with over a decade of experience in SEO and content marketing, passionate about helping businesses scale online.

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