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The Iconic Game Turns 20 – How a Plastic Axe Bridged the Gap Between Rock Generations

Marking two decades since Guitar Hero debuted in North America, giving everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try convincing anyone who's mastered the epic four-minute instrumental break in front of a packed crowd of friends.

Developed by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to a song. Each riff corresponded to particular chords, creating the sensation of a genuine performance.

The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable series which made a significant impact on numerous of the artists included, showcasing decades-old groups to a new generation of younger players.

A former executive, former COO from the developer, remembers the early financial challenges in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.

“We reproduced every song because the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once the game became a hit, album purchases airtime increased, everyone wanted to participate.”

He adds: “One of the amazing things was how many mothers and fathers got in touch and thanked us for exposing their kids to the music they loved. It evolved into a multigenerational thing.”

Timeless Music Gains Younger Fans

Northern Irish group one featured act included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game brought classic rock back into vogue: “Guitar Hero offered a larger, younger audience. Typically such music was seen as music that was past it, but then once it got featured on the game and teenagers were finding it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”

In 2008, the Answer’s debut album remained not available stateside, so the game was a key medium for exposure for the group during their US tour supporting the rock giants. “Their crew had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles and Lasting Influence

Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money than any of their records. It sold well over half a million units upon release, while sales of their songs rose of up to 40% at a time when the music business faced decline.

Guitar Hero still motivates nimble-fingered dedication among its fans. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive personalization features. This track is difficult even in the hardest setting, let alone performed at double speed while hitting a single one of its near 4,000 notes. The streamer stated requiring months of practice of practice.

“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you should use actual weapons and enlist,” says musician the artist.

DragonForce had already wrapped up a successful tour when their hit 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. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it threatened to eclipsing all other the band has done. Recently, the track was used in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “Should you just hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.

Enduring Legacy from the Plastic Guitar

Top-tier promotion, whether it’s for automobiles, clothes or games, goes further mere transactions – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the creators felt that there’s an instinctive urge to create songs, and their goal was to use technology to allow people to do it”.

Most installments were released over a mere five-year period between 2005 and 2010, including spin-offs such as the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, except for a brief comeback in 2015.

Titles such as the fan project and Fortnite Festival have kept the community alive, and there’s set to be a new product from the founders in development. Recently formed developers has entered work on their first music game. Original co-founders are participating as special advisers. Is the world prepared to welcome another game in the spirit of the classic?

“We thought those games might become similar to sports games allowing annual releases,” he remarks. “There’s so much new music that it could be evergreen, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”

Written by

Shelley Cole

An audio engineer and passionate sound designer with over a decade of experience in creating immersive auditory environments.

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