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Guitar Hero Turns 20 – How a Plastic Axe Bridged Generations Among Music Fans

It has been 20 years since Guitar Hero debuted across the Atlantic, providing players everywhere the means to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who has mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.

Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes moving along the screen synchronized to a song. Each riff corresponded to particular chords, producing the feel of an authentic live show.

Harmonix previously tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable franchise which made a remarkable impact on numerous musicians featured, showcasing classic groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the songs – even though initial releases mostly used cover versions.

“We rerecorded all the music since the cost was so high,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once Guitar Hero took off, and record sales and radio play increased, all artists desired to participate.”

He continues: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Northern Irish group the Answer included their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game revived classic rock back into vogue: “Guitar Hero provided a larger, new demographic. Generally such music was considered music that was past it, however when it was included in the game and teenagers discovered it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It provided all our music a new life.”

In 2008, the Answer’s first record was still unreleased in the US, so Guitar Hero was a key medium for exposure for the band as they went on US tour opening for the rock giants. “Their crew were playing the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.

Major Band Titles and Lasting Influence

Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and associated lore, visuals and legendary status. In the case of, the Aerosmith edition, it was said to have made the band more money than any of their studio albums. It sold well over 500,000 units upon release, and sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.

Guitar Hero continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with similar gameplay but an array of personalization features. The song is challenging even in expert mode, let alone played at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated requiring months of practice of practice.

“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and enlist,” notes DragonForce guitarist Herman Li.

DragonForce previously completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors calling to tell me that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it risked eclipsing everything else accomplishments. Recently, the song featured in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” Li says. “Should you just listen to a single track, that's fine – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”.

The Lasting Impact from the Iconic Controller

The best promotion, whether it’s for automobiles, clothes or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the creators believed humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to do it”.

Most installments came out in just a five-year period from 2005 to 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a brief comeback in 2015.

Titles like Clone Hero and newer releases have kept the scene active, with set to be a new product from the original publisher in development. A new studio has entered work on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?

“We thought those games could be like Madden where you can releases,” he remarks. “There’s so much new music that it could be evergreen, so I’ve always been optimistic. There’s no reason for it to persist for future fans.”

About the author

Abigail Duncan

A professional sports analyst with over a decade of experience in betting strategies and casino gaming, dedicated to helping readers make informed decisions.

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