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Guitar Hero Turns 20 – How a Plastic Axe Bridged the Gap Between Rock Fans

Marking two decades since the legendary game debuted across the Atlantic, providing everyday gamers the tools to feel like rock legends. Figuratively speaking, but try telling that anyone who's mastered Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.

Created by the developers, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the screen in time with the music. Each riff mimicked specific notes, producing the feel of a genuine live show.

Harmonix previously experimented with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar series that had a significant impact for many of the artists featured, showcasing classic bands to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the recordings – despite the fact initial releases primarily featured cover versions.

“We reproduced all the music because the cost was so high,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – the publisher had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero became a hit, album purchases airtime were going up, all artists desired to participate.”

He continues: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the music they loved. It became an intergenerational phenomenon.”

Classic Rock Finds a New Audience

Irish group one featured act included their track in the 2008 release the popular installment. Guitarist the artist recalls the way the game brought classic rock back into vogue: “The game offered a larger, younger audience. Generally this had been seen as music that was past it, however when it was featured on the game young people were finding it, suddenly it became trendy. This validated it, eliminating the outdated tag. It provided our catalog a new life.”

At that time, the band's first record remained not available in the US, so the game served as a primary platform of discovery for the group as they went on a North American tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and several knew us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles and Lasting Impact

Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around their music collections and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their studio albums. It sold well over 500,000 units in its first week, and demand for their songs rose of up to 40% during an era as the industry was already collapsing.

The series still motivates quick-handed dedication among its fans. Earlier this year, a streamer completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is difficult enough on expert mode, let alone performed at increased tempo while hitting every one of its near 4,000 notes. They stated requiring months of practice to accomplish.

“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” says DragonForce guitarist the artist.

DragonForce had already completed a successful tour before their hit was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors informing us that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”

In fact, the band's visibility from Guitar Hero was so immense that it has threatened to eclipsing all other accomplishments. Recently, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.

Enduring Legacy from the Plastic Guitar

Top-tier promotion, whether it’s for cars, clothes or video games, extends beyond than selling something – it inspires a longing. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to do it”.

The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, including derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.

Titles such as Clone Hero and Fortnite Festival have kept the scene active, and there’s set to be something from the founders on the way. Recently formed developers has entered production on their first music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry following the classic?

“Our team believed such titles might become similar to sports games where you can releases,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”

The writer

Andrew Bell MD

A passionate gaming journalist and collector with over a decade of experience in the industry, specializing in retro and indie games.

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