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Guitar Hero at 20 – How a Plastic Axe Connected the Gap Between Music Generations

Marking 20 years after the legendary game first launched across the Atlantic, providing everyday gamers the tools to feel like rock legends. Figuratively speaking, but try convincing someone who's mastered the epic lengthy instrumental break before an enthusiastic living-room audience.

Developed by the developers, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with the music. Each riff mimicked specific notes, creating the feel of an authentic live show.

Harmonix had already experimented in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable series which made a significant impact for many of the artists featured, introducing classic bands to millions of younger players.

A former executive, former COO of Harmonix, remembers the initial financial challenges in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.

“We reproduced all the music since the cost prohibitive,” he says. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales and radio play increased, all artists desired to participate.”

He adds: “Among the remarkable aspects was how many parents reached out and thanked us for introducing their kids to the songs they loved. It became a multigenerational thing.”

Timeless Music Finds Younger Fans

Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series brought older hits back into vogue: “The game offered a bigger, new demographic. Typically such music was seen as music that was past it, but then when it was included in the title young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the outdated label. It provided our catalog renewed popularity.”

At that time, the Answer’s first record was still unreleased stateside, meaning Guitar Hero was a key medium for exposure for the group as they went on a North American tour opening for the rock giants. “The roadies had on the song on the tour bus, and some of them knew us thanks to the game,” he notes.

Major Band Spin-offs Enduring Impact

Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, reportedly earned the group more money than any of their records. It sold well over half a million copies upon release, while sales of their songs saw an increase significantly at a time when the music business was already collapsing.

The series continues to inspire quick-handed fanaticism among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult enough on the hardest setting, let alone performed at increased tempo while hitting every one of the thousands of cues. The streamer stated it took months of practice of practice.

“The game offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” says DragonForce guitarist Herman Li.

DragonForce previously completed a successful tour when their hit appeared on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of top acts at the event.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow all other accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to a single track, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.

Enduring Legacy of a Iconic Controller

The best marketing, whether it’s for cars, clothes or video games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive urge to make music, and their goal was to use technology to allow people to participate”.

Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring derivative titles 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 short-lived revival in 2015.

Titles like the fan project and Fortnite Festival have kept the community alive, and there’s set to be something from the founders in development. A new studio has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?

“We thought those games could be similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”

Written by

Robert Jefferson

A passionate travel writer and local expert with years of experience showcasing Rimini's hidden gems and vibrant history.

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