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The Iconic Game Turns 20 – How a Plastic Axe Bridged the Gap Between Rock Generations

It has been 20 years after Guitar Hero first launched across the Atlantic, offering everyday gamers the opportunity to become a rock star. Not literally, though you'd be hard-pressed convincing someone who's nailed the epic four-minute instrumental break in front of an enthusiastic crowd of friends.

Created by Harmonix, the game gave players a plastic guitar peripheral to match on-screen cues moving along the screen synchronized to a song. Each riff corresponded to specific notes, creating the feel of an authentic live show.

The studio had already tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar series that had a remarkable impact for many musicians included, introducing classic groups to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the recordings – even though the first two games mostly used cover versions.

“We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. However, when the game became a hit, and record sales and radio play increased, everyone wanted to participate.”

He adds: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their children to the music they adored. It evolved into an intergenerational thing.”

Timeless Music Finds Younger Fans

Northern Irish group the Answer included their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game brought older hits to the forefront: “Guitar Hero offered a larger, younger audience. Generally this had been seen as outdated material, however once it got featured on the title young people discovered it, abruptly it was cool. This validated the genre, eliminating the outdated label. It gave all our music renewed popularity.”

In 2008, the Answer’s first record remained unreleased in the US, so the game was a key medium for exposure for the band as they went on US tour opening for AC/DC. “Their crew were playing the song on the tour bus, and several recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles Enduring Influence

Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the band greater revenue compared to their records. It moved well over half a million copies in its first week, and demand for Aerosmith’s music rose significantly at a time as the industry was already collapsing.

The series still motivates quick-handed fanaticism within the community. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. The song is challenging even in the hardest setting, let alone played at double speed and without missing a single one of the thousands of cues. They claimed it took months of practice of practice.

“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should use actual weapons and enlist,” notes musician Herman Li.

The band had already completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label calling to tell me that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

Indeed, the band's visibility via the game was so immense that it risked overshadow everything else the band has done. Recently, the track was used in a trailer for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just listen to a single track, that's fine – each person has a unique path in music and I’m glad we’ve been part in fans' experiences”.

Enduring Legacy of a Iconic Controller

The best promotion, whether it’s for automobiles, apparel or video games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. From day one, the creators believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.

Most installments came out over a mere five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, including a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.

Titles such as Clone Hero and Fortnite Festival have kept the community alive, and there’s expectations of a new product from the founders on the way. Recently formed developers has begun production on their first music game. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?

“We thought those games could be like Madden allowing annual update every year,” he remarks. “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.”

The writer

Angela Gibson

Astrophysicist and space journalist with 15 years of experience covering orbital missions and celestial phenomena.

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