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Guitar Hero at 20 – How a Plastic Axe Bridged Generations Between Rock Generations

It has been 20 years after the legendary game hit the market in North America, providing everyday gamers the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's nailed Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.

Created by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to the music. Every sequence corresponded to particular chords, creating the feel of an authentic live show.

Harmonix had already tried its hand with rhythm games before partnering with RedOctane, which was acquired by Activision in 2006. Together, they established the groundwork for an unlikely billion-dollar series that had a remarkable impact on numerous musicians featured, introducing decades-old bands to a new generation of gaming enthusiasts.

A former executive, former COO from the developer, recalls the early budgetary hurdles in securing the songs – even though the first two games mostly used rerecorded tracks.

“We reproduced all the music because the dollar figure prohibitive,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure bands like legendary groups – the publisher had virtually no money, and our team was pretty convinced it would fail. But once the game became a hit, album purchases airtime increased, all artists desired to be in.”

He continues: “One of the amazing things was the number of mothers and fathers reached out and thanked us for exposing their kids to the music they adored. It became a multigenerational phenomenon.”

Timeless Music Gains Younger Fans

Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Generally such music was seen as music that was past it, however when it was featured on the game young people were finding it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It gave our catalog a new life.”

At that time, the Answer’s first record remained not available in the US, so the game served as a primary platform of discovery for the group during their US tour opening for AC/DC. “The roadies had on the song on the tour bus, and some of them recognized us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Influence

Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions centered around each band’s catalogue and associated lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the band more money compared to their studio albums. It sold well over half a million units in its first week, and sales of Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.

Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive personalization features. The song is difficult enough on the hardest setting, let alone played at double speed and without missing a single one of the thousands of cues. They stated requiring nine months to accomplish.

“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and enlist,” notes DragonForce guitarist the artist.

DragonForce had already completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label informing us that we were selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”

In fact, the band's visibility via the game was so immense that it has threatened to eclipsing all other the band has done. Recently, the track featured in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “If you only hear a single track, that's fine – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.

The Lasting Legacy from the Iconic Controller

Top-tier promotion, be it for cars, clothes or video games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the creators believed there’s an instinctive urge to create songs, and they wanted to leverage innovation to allow people to participate”.

The majority installments were released over a mere five-year period between 2005 and 2010, featuring spin-offs like the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.

Games such as the fan project and newer releases have maintained the community active, and there’s set to be a new product from the original publisher on the way. Recently formed developers has entered work on their first music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of Guitar Hero?

“We thought those games could be like Madden allowing annual releases,” he remarks. “With abundant fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible for it to persist with new generations.”

The writer

Gary Williams

A tech strategist and writer passionate about emerging technologies and digital transformation.

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