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

It has been 20 years after Guitar Hero debuted across the Atlantic, giving everyday gamers the tools to become rock legends. Not literally, but try telling that anyone who has mastered the epic four-minute guitar solo in front of a packed living-room audience.

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. Every sequence mimicked particular chords, producing the sensation of an authentic live show.

The studio previously tried its hand in the music genre before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar series which made a remarkable impact for many of the artists featured, showcasing decades-old groups to a new generation of younger players.

A former executive, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the recordings – despite the fact the first two games primarily featured cover versions.

“We rerecorded all the music because the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once the game took off, album purchases and radio play were going up, all artists desired to participate.”

He continues: “One of the remarkable aspects was the number of parents reached out expressing gratitude for exposing their children to the songs they loved. It became a multigenerational thing.”

Timeless Music Gains Younger Fans

Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “The game provided a bigger, new demographic. Generally this had been seen as music that was past it, but then when it was featured on the game young people were finding it, abruptly it became trendy. That legitimised the genre, eliminating the outdated label. It gave our catalog renewed popularity.”

At that time, the band's debut album was still unreleased in the US, so the game was a key medium for exposure for the band during their US tour supporting AC/DC. “Their crew were playing the song on the tour bus, and several recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles and Lasting Influence

Music's heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and related lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly earned the group more money than any of their records. It moved more than half a million units in its first week, and sales of Aerosmith’s music rose significantly during an era as the industry faced decline.

Guitar Hero still motivates nimble-fingered dedication within the community. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay and extensive personalization features. The song is challenging even in expert mode, not to mention played at double speed and without missing a single one of the thousands of cues. The streamer claimed it took nine months of practice.

“The game is a fun, fantasy thing. If you play other games, it doesn't imply you ought to use a real gun and enlist,” says musician Herman Li.

The band previously wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing all other the band has done. Last year, the song featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.

Enduring Legacy from the Plastic Guitar

Top-tier promotion, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the creators felt that humans have a natural human desire to make music, 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, featuring spin-offs like the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.

Titles such as the fan project and newer releases have kept the scene alive, and there’s set to be something from the original publisher in development. Recently formed developers has begun work on its debut music game. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game in the spirit of the classic?

“Our team believed those games could be similar to sports games where you can releases,” he remarks. “With abundant new music it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”

KB
About the author

Kelsey Bowman

A tech journalist with over a decade of experience covering UK innovations and digital trends.

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