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Guitar Hero at 20 – How a Plastic Axe Bridged the Gap Between Rock Fans

Marking two decades after the legendary game hit the market across the Atlantic, providing players everywhere the opportunity to become rock legends. Not in reality, though you'd be hard-pressed telling that anyone who has nailed the epic four-minute instrumental break in front of a packed living-room audience.

Created by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to a song. Every sequence corresponded to particular chords, producing the feel of a genuine live show.

Harmonix previously experimented in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising massively profitable series that had a significant impact on numerous musicians included, introducing classic groups to a new generation of gaming enthusiasts.

Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges in securing the songs – despite the fact initial releases mostly used rerecorded tracks.

“We reproduced every song because the cost prohibitive,” he says. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero took off, and record sales airtime were going up, everyone wanted to be in.”

He adds: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the songs they adored. It became an intergenerational phenomenon.”

Timeless Music Finds a New Audience

Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series brought older hits to the forefront: “The game offered a bigger, younger audience. Typically such music was seen as outdated material, however when it was included in the game and teenagers discovered it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”

In 2008, the Answer’s first record remained not available stateside, meaning the game was a key medium of discovery for the group during their a North American tour opening for AC/DC. “Their crew had on Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.

Major Band Titles Enduring Impact

Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their records. It moved well over half a million copies upon release, and demand for their songs saw an increase significantly during an era as the industry faced decline.

Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. The song is difficult enough on the hardest setting, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. They stated it took nine months of practice.

“Guitar Hero offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” says musician the artist.

The band previously completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label informing us that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow all other accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.

Enduring Legacy from the Plastic Guitar

The best promotion, whether it’s for automobiles, clothes or video games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to participate”.

The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, including spin-offs like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a short-lived revival several years later.

Titles such as Clone Hero and newer releases have maintained the community active, and there’s expectations of something from the original publisher in development. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry following Guitar Hero?

“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”

Written by

Christopher Rodriguez

Maya is a tech strategist with over 10 years of experience in digital innovation and enterprise solutions, passionate about helping businesses adapt to technological changes.

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