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Guitar Hero Turns 20 – How a Plastic Axe United the Gap Between Music Fans

It has been two decades since Guitar Hero first launched across the Atlantic, giving players everywhere the tools to feel like a rock star. Not in reality, but try convincing anyone who's nailed the epic four-minute instrumental break in front of a packed living-room audience.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the screen synchronized to a song. Each riff mimicked specific notes, producing the sensation of a genuine performance.

The studio previously experimented with rhythm games prior to teaming up with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the groundwork for a surprising massively profitable series which made a remarkable influence for many of the artists featured, showcasing classic groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.

“We rerecorded every song because the cost prohibitive,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like the Who – the publisher had virtually no money, and we were fairly certain it would fail. But once Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to participate.”

He continues: “Among the remarkable aspects was the number of parents got in touch and thanked us for introducing their children to the music they loved. It evolved into an intergenerational thing.”

Timeless Music Finds Younger Fans

Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits back into vogue: “The game provided a bigger, younger audience. Typically this had been seen as music that was past it, however when it was featured on the game and teenagers were finding it, suddenly it was cool. This validated the genre, and got rid of the outdated label. It gave all our music renewed popularity.”

At that time, the band's debut album was still not available in the US, meaning Guitar Hero was a key medium of discovery for the band as they went on US tour opening for AC/DC. “The roadies had on the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and related stories, imagery and legendary status. In the case of, the Aerosmith edition, it was said earned the band greater revenue compared to their records. It sold more than half a million units upon release, and sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.

The series still motivates quick-handed dedication within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is difficult even in expert mode, not to mention performed at double speed and without missing a single one of its near 4,000 notes. They claimed it took nine months to accomplish.

“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” notes DragonForce guitarist Herman Li.

The band previously wrapped up a profitable run before Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I recall the record label calling to tell me that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we performed just before the headliners at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it risked eclipsing everything else the band has done. Recently, the track featured in a trailer for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has their own path in music and I'm pleased we played a role in fans' experiences”.

The Lasting Impact from the Iconic Controller

Top-tier promotion, be it for automobiles, clothes or video games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the creators believed humans have a natural human desire to make music, and they wanted to use technology to enable everyone to participate”.

Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, except for a brief comeback in 2015.

Games like the fan project and newer releases have maintained the community alive, and there’s set to be something from the original publisher on the way. A new studio has begun work on its debut music game. The initial creators are participating as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?

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

Written by

Emily Buchanan

A passionate travel writer and UAE local with over a decade of experience sharing hidden gems and cultural insights for unforgettable holidays.

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