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Guitar Hero Celebrates 20 Years – How a Plastic Axe Bridged Generations Between Rock Generations

It has been two decades after the legendary game debuted in North America, offering players everywhere the opportunity to become rock legends. Figuratively speaking, but try telling that someone who has mastered Free Bird’s four-minute guitar solo in front of a packed 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 mimicked particular chords, producing the feel of a genuine performance.

Harmonix had already tried its hand with rhythm games prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable franchise that had a significant influence for many of the artists included, showcasing decades-old bands to millions of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.

“We reproduced every song because the dollar figure was so high,” he says. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game became a hit, album purchases airtime were going up, everyone wanted to be in.”

He continues: “One of the remarkable aspects was how many parents got in touch expressing gratitude for exposing their children to the music they adored. It evolved into an intergenerational thing.”

Timeless Music Gains Younger Fans

Irish group one featured act included their track on the 2008 game the popular installment. Lead musician the artist remembers how the series revived older hits to the forefront: “The game provided a larger, younger audience. Typically this had been considered music that was past it, however when it was included in the title and teenagers discovered it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It gave our catalog a new life.”

At that time, the Answer’s first record was still unreleased stateside, so the game was a key medium for exposure for the band as they went on a North American tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.

Rock’s Heavyweight Titles and Lasting Impact

Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and associated lore, imagery and legendary status. For example, the Aerosmith edition, it was said to have made the group more money compared to their records. It sold well over 500,000 copies in its first week, and demand for their songs saw an increase of up to 40% at a time as the industry was already collapsing.

The series continues to inspire quick-handed dedication among its fans. Recently, an online personality completed a remarkable feat featuring the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. The song is challenging enough on expert mode, not to mention performed at increased tempo and without missing a single one of the thousands of cues. They stated it took nine months of practice.

“The game is a fun, fantasy thing. If you play other games, it doesn't imply you should pick up a real gun and enlist,” says DragonForce guitarist the artist.

The band had already completed a successful tour when Through the Fire and Flames was featured in the third game, 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 the headliners at the event.”

Indeed, the band's visibility via the game was so immense that it has risked eclipsing everything else accomplishments. Recently, the track was used in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.

The Lasting Impact of a Iconic Controller

Top-tier marketing, be it for automobiles, clothes or games, goes further than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and they wanted to use technology to allow people to do it”.

Most installments were released in just a half-decade between 2005 and 2010, including derivative titles like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a brief comeback several years later.

Games like Clone Hero and newer releases have maintained the community active, and there’s expectations of something from the founders in development. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?

“We thought those games might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to persist for future fans.”

About the author

Mary Thompson

Lena van der Meer is a tech journalist and digital strategist with over a decade of experience covering emerging technologies.

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