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The Iconic Game Celebrates 20 Years – How a Plastic Axe Bridged the Gap Among Music Generations

It has been 20 years after Guitar Hero hit the market across the Atlantic, giving players everywhere the tools to become a rock star. Not literally, but try convincing someone who's mastered the epic four-minute guitar solo before an enthusiastic crowd of friends.

Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to the music. Each riff corresponded to specific notes, creating the sensation of a genuine live show.

The studio previously experimented with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar series that had a significant influence for many of the artists included, showcasing decades-old groups to a new generation of younger players.

Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles of licensing the recordings – despite the fact initial releases primarily featured cover versions.

“We reproduced every song since the cost prohibitive,” he explains. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get bands like the Who – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when the game became a hit, album purchases and radio play increased, everyone wanted to be in.”

He adds: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the songs they loved. It became an intergenerational thing.”

Classic Rock Finds a New Audience

Northern Irish group one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Typically such music was considered outdated material, however once it got included in the title young people discovered it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”

At that time, the band's debut album was still unreleased in the US, so the game served as a primary platform for exposure for the group as they went on a North American tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and several knew us thanks to the game,” Mahon says.

Major Band Spin-offs and Lasting Influence

Music's heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on their music collections and related stories, imagery and legendary status. In the case of, the Aerosmith edition, reportedly to have made the group more money than any of their studio albums. It moved well over half a million copies in its first week, and demand for their songs rose significantly during an era as the industry was already collapsing.

The series still motivates nimble-fingered fanaticism among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. The song is challenging enough on expert mode, let alone played at increased tempo and without missing a single one of the thousands of cues. They stated requiring nine months of practice.

“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up actual weapons and go to war,” says musician Herman Li.

DragonForce had already wrapped up a profitable run when Through the Fire and Flames appeared in the third game, but Li says it made them widely recognized. “I remember the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing everything else the band has done. Last year, the track featured in a trailer for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.

The Lasting Impact of a Plastic Guitar

The best marketing, whether it’s for cars, apparel or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the creators felt that humans have a natural urge to create songs, and they wanted to use technology to allow people to do it”.

The majority installments came out in just a half-decade between 2005 and 2010, featuring derivative titles such as the DJ version, including a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.

Titles such as the fan project and Fortnite Festival have kept the scene active, with set to be a new product from the original publisher on the way. A new studio has begun work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?

“Our team believed such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist with new generations.”

Written by

Glenn Morgan

An art historian and curator passionate about modern art movements and cultural narratives.

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