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Guitar Hero Turns 20 – How a Plastic Axe United the Gap Between Music Fans

Marking 20 years since the legendary game hit the market across the Atlantic, providing everyday gamers the means to become rock legends. Not in reality, but try telling that anyone who's mastered the epic lengthy guitar solo in front of an enthusiastic crowd of friends.

Created by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to the music. Every sequence mimicked specific notes, producing the sensation of an authentic live show.

The studio had already tried its hand with rhythm games prior to teaming up with the publisher, later acquired by Activision in 2006. Together, they established the foundations for a surprising massively profitable series which made a significant impact for many of the artists featured, showcasing decades-old groups to a new generation of gaming enthusiasts.

Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges in securing the songs – despite the fact the first two games mostly used cover versions.

“We reproduced every song because the dollar figure was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, album purchases airtime increased, everyone wanted to participate.”

He adds: “Among the amazing things was the number of parents reached out expressing gratitude for introducing their children to the music they loved. It became a multigenerational thing.”

Timeless Music Finds Younger Fans

Northern Irish group one featured act had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “The game offered a larger, younger audience. Typically such music was considered music that was past it, but then when it was included in the title young people discovered it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave our catalog a new life.”

At that time, the Answer’s first record remained unreleased in the US, so Guitar Hero was a key medium of discovery for the group as they went on a North American tour supporting the rock giants. “Their crew had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Impact

Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and related stories, visuals and rock’n’roll mythology. 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 sales of their songs saw an increase of up to 40% during an era when the music business faced decline.

The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is challenging even in expert mode, not to mention played at increased tempo while hitting every one of the thousands of cues. They claimed it took nine months of practice.

“Guitar Hero is a fun, fantasy thing. Just as with other games, that doesn’t mean you ought to use actual weapons and enlist,” notes DragonForce guitarist Herman Li.

The band had already wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label calling to tell me that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it risked eclipsing all other the band has done. Recently, the song featured in a trailer for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Legacy of a Iconic Controller

The best marketing, be it for automobiles, clothes or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to create songs, 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 between 2005 and 2010, featuring derivative titles like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, except for a brief comeback several years later.

Titles like Clone Hero and newer releases have maintained the scene active, and there’s set to be something from the original publisher in development. Recently formed developers has begun production on its debut music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game following the classic?

“We thought such titles could be similar to sports games allowing annual releases,” he remarks. “With abundant new music it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”

Written by

Calvin Pope

A seasoned gambling analyst with over a decade of experience in online casino reviews and player advocacy.

Nova Palace

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