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Guitar Hero at 20 – How a Plastic Axe Bridged the Gap Among Music Generations

It has been 20 years since Guitar Hero debuted across the Atlantic, offering everyday gamers the opportunity to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who has mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.

Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the screen in time with the music. Each riff corresponded to particular chords, producing the sensation of an authentic live show.

The studio had already tried its hand in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for a surprising massively profitable series which made a significant impact for many musicians included, showcasing classic groups to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.

“We reproduced all the music since the dollar figure prohibitive,” he says. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero took off, album purchases airtime were going up, all artists desired to be in.”

He adds: “Among the remarkable aspects was the number of parents reached out expressing gratitude for introducing their children to the music they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series brought older hits to the forefront: “Guitar Hero offered a larger, new demographic. Typically this had been considered outdated material, however once it got featured on the title and teenagers discovered it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”

At that time, the band's first record remained unreleased stateside, so Guitar Hero was a key medium of discovery for the band during their a North American tour supporting AC/DC. “Their crew were playing the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.

Major Band Titles and Lasting Impact

Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and related stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their studio albums. It sold well over half a million units in its first week, while demand for their songs saw an increase significantly during an era when the music business was already collapsing.

The series still motivates quick-handed fanaticism within the community. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay but an array of customisation options. This track is challenging even in the hardest setting, not to mention performed at double speed and without missing every one of the thousands of cues. They stated it took months of practice to accomplish.

“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to use a real gun and enlist,” says DragonForce guitarist the artist.

The band had already wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall the record label informing us that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of top acts at the event.”

In fact, the band's visibility via the game proved so vast that it has risked eclipsing everything else the band has done. Recently, the track featured in promotional material for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only listen to a single track, it’s totally cool – each person has their own musical journey and I’m glad we played a role in fans' experiences”.

Enduring Impact from the Plastic Guitar

The best promotion, be it for cars, apparel or games, extends beyond than selling something – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a rock star on the stage. Since the beginning, the creators felt that humans have a natural human desire to create songs, and their goal was to use technology to allow people to participate”.

The majority of Guitar Hero games came out in just a half-decade between 2005 and 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments died down, aside from a brief comeback in 2015.

Titles like the fan project and Fortnite Festival have kept the community active, with set to be a new product from the founders in development. A new studio has entered production on its debut music game. The initial creators are both involved as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?

“We thought such titles might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason for it to persist with new generations.”

About the author

John Roth

A London-based journalist specializing in digital culture and urban lifestyle trends, with over a decade of experience in media.

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