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Guitar Hero Celebrates 20 Years – How a Plastic Axe Bridged the Gap Among Rock Generations

It has been 20 years since the legendary game first launched across the Atlantic, giving players everywhere the tools to feel like rock legends. Figuratively speaking, but try convincing someone who's nailed the epic four-minute guitar solo in front of a packed crowd of friends.

Developed by the developers, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to the music. Each riff mimicked specific notes, producing the sensation of a genuine live show.

The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a remarkable influence for many musicians included, showcasing decades-old groups to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges in securing the songs – even though the first two games primarily featured rerecorded tracks.

“We reproduced all the music since the cost was so high,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when the game took off, album purchases airtime increased, everyone wanted to be in.”

He adds: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for exposing their children to the songs they adored. It became an intergenerational thing.”

Timeless Music Gains a New Audience

Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series revived older hits back into vogue: “Guitar Hero provided a bigger, younger audience. Typically this had been seen as outdated material, however when it was featured on the title and teenagers discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated label. It provided all our music renewed popularity.”

In 2008, the Answer’s debut album was still not available stateside, so the game was a key medium of discovery for the band during their US tour supporting the rock giants. “The roadies had on Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.

Major Band Titles Enduring Influence

Rock’s heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band more money compared to their studio albums. It sold more than half a million units in its first week, while sales of their songs rose of up to 40% at a time when the music business faced decline.

The series still motivates quick-handed fanaticism within the community. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of personalization features. The song is challenging even in expert mode, let alone performed at increased tempo while hitting a single one of the thousands of cues. The streamer stated requiring nine months to accomplish.

“The game is a fun, fantasy thing. Just as with other games, that doesn’t mean you ought to use actual weapons and enlist,” says DragonForce guitarist Herman Li.

The band had already wrapped up a successful tour when their hit appeared in the third game, yet he explains it made them widely recognized. “I remember the record label informing us that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it risked overshadow everything else accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear a single track, it’s totally cool – each person has a unique musical journey and I’m glad we played a role in fans' experiences”.

The Lasting Legacy of a Iconic Controller

The best marketing, be it for cars, clothes or games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the creators felt that humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to participate”.

Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival several years later.

Titles such as the fan project and newer releases have maintained the scene alive, with set to be something from the original publisher on the way. A new studio has entered work on their first music game. 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 could be similar to sports games where you can releases,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”

JM
Written by

Jennifer Murray

A tech enthusiast and digital strategist with a passion for exploring how emerging technologies shape our daily lives and future possibilities.

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