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The Iconic Game at 20 – How a Plastic Axe United the Gap Between Rock Generations

It has been 20 years since the legendary game first launched in North America, giving everyday gamers the means to become a rock star. Figuratively speaking, but try convincing anyone who's nailed the epic four-minute guitar solo before a packed crowd of friends.

Created by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the screen synchronized to a song. Every sequence mimicked particular chords, creating the sensation of an authentic live show.

Harmonix previously tried its hand in the music genre before partnering with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable franchise that had a significant impact on numerous musicians featured, introducing classic bands to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges in securing the songs – even though the first two games primarily featured cover versions.

“We reproduced all the music since the cost was so high,” he says. “Despite having the necessary permissions alone, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero became a hit, album purchases airtime increased, everyone wanted to participate.”

He adds: “Among the remarkable aspects was how many parents got in touch and thanked us for introducing their children to the music they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Northern Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought classic rock back into vogue: “The game provided a larger, new demographic. Typically this had been seen as music that was past it, however when it was featured on the game and teenagers discovered it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave our catalog a new life.”

At that time, the Answer’s debut album remained unreleased in the US, so the game was a key medium of discovery for the group 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.

Rock’s Heavyweight Spin-offs and Lasting Influence

Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around their music collections and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their records. It moved well over half a million units upon release, and sales of their songs rose significantly at a time as the industry faced decline.

The series still motivates quick-handed dedication among its fans. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. This track is challenging enough on the hardest setting, let alone played at increased tempo while hitting every one of its near 4,000 notes. The streamer stated it took nine months of practice.

“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you should use actual weapons and go to war,” notes musician Herman Li.

The band previously completed a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I remember our distributors calling to tell me that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”

Indeed, the band's visibility via the game was so immense that it has threatened to eclipsing everything else accomplishments. Recently, the song featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just listen to a single track, that's fine – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.

Enduring Legacy of a Plastic Guitar

The best promotion, whether it’s for automobiles, clothes or games, goes further than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.

The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring derivative titles like the DJ version, including a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.

Games like Clone Hero and newer releases have kept the scene active, and there’s expectations of something 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. Is the world prepared to welcome a new entry following Guitar Hero?

“Our team believed such titles might become like Madden where you can releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”

Written by

Jean Juarez

A software engineer and tech writer passionate about emerging technologies and digital transformation.

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