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Guitar Hero at 20 – How a Plastic Axe United the Gap Among Music Fans

It has been 20 years after Guitar Hero first launched across the Atlantic, offering everyday gamers the means to become rock legends. Not literally, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.

Developed by the developers, the game gave players a guitar-shaped controller to follow on-screen cues moving along the screen in time with a song. Every sequence corresponded to specific notes, producing the sensation of an authentic live show.

Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Together, they established the groundwork for a surprising massively profitable series which made a significant impact on numerous of the artists featured, introducing decades-old groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the songs – even though the first two games mostly used cover versions.

“We reproduced all the music because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get bands like the Who – RedOctane 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 participate.”

He continues: “Among the remarkable aspects was the number of mothers and fathers reached out and thanked us for exposing their children to the music they adored. It evolved into an intergenerational phenomenon.”

Classic Rock Finds a New Audience

Irish group the Answer included their track on the 2008 game the popular installment. Guitarist the artist remembers how the series revived older hits to the forefront: “The game provided a bigger, new demographic. Typically this had been considered outdated material, however when it was featured on the game and teenagers were finding it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”

At that time, the Answer’s first record was still unreleased in the US, so the game was a key medium for exposure for the group as they went on US tour supporting AC/DC. “Their crew had on the song during travel, and several knew us thanks to the game,” Mahon says.

Major Band Titles Enduring Influence

Music's heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their records. It sold well over 500,000 copies upon release, while sales of their songs saw an increase significantly at a time as the industry faced decline.

The series still motivates nimble-fingered dedication among its fans. Recently, a streamer completed a remarkable feat featuring the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult even in expert mode, not to mention played at increased tempo and without missing every one of its near 4,000 notes. They claimed requiring months of practice to accomplish.

“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you should pick up a real gun and enlist,” notes DragonForce guitarist the artist.

The band had already wrapped up a profitable run before their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors informing us 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.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing everything else the band has done. Last year, the song was used in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “If you only listen to a single track, that's fine – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.

The Lasting Impact from the Iconic Controller

Top-tier marketing, whether it’s for cars, apparel or video games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to do it”.

Most installments were released in just a half-decade between 2005 and 2010, including derivative titles like the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a brief comeback in 2015.

Titles like the fan project and newer releases have kept the scene alive, with set to be a new product from the original publisher in development. A new studio has begun production on its debut music game. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry following Guitar Hero?

“Our team believed such titles could be like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”

The writer

Mark Bond

A tech enthusiast and gaming expert with a passion for reviewing the latest gadgets and sharing insights on how to elevate your digital lifestyle.

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