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Guitar Hero Celebrates 20 Years – How a Plastic Axe United Generations Among Music Fans

Marking two decades since Guitar Hero debuted across the Atlantic, giving players everywhere the tools to become a rock star. Not in reality, but try telling that anyone who has mastered the epic four-minute guitar solo before an enthusiastic living-room audience.

Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the screen in time with the music. Every sequence corresponded to particular chords, producing the sensation of an authentic performance.

The studio previously tried its hand with rhythm games before partnering with RedOctane, later purchased by Activision in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable franchise which made a remarkable influence for many of the artists included, showcasing decades-old bands to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the songs – despite the fact the first two games primarily featured cover versions.

“We reproduced all the music because the dollar figure prohibitive,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once the game took off, and record sales airtime increased, all artists desired to be in.”

He continues: “Among the amazing things was how many parents got in touch and thanked us for exposing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”

Timeless Music Gains a New Audience

Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “The game offered a larger, younger audience. Generally such music was seen as outdated material, but then when it was included in the game young people discovered it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”

At that time, the Answer’s debut album remained not available in the US, so Guitar Hero was a key medium for exposure for the group during their a North American tour opening for the rock giants. “The roadies were playing Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly earned the band more money compared to their studio albums. It sold well over half a million copies in its first week, while sales of Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.

Guitar Hero still motivates quick-handed dedication among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. This track is challenging even in expert mode, not to mention played at double speed and without missing every one of its near 4,000 notes. They stated it took months of practice to accomplish.

“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you ought to pick up actual weapons and go to war,” notes musician Herman Li.

The band previously completed a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it turned them into widely recognized. “I recall the record label calling to tell me that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game proved so vast that it has risked eclipsing everything else the band has done. Recently, the song featured in promotional material for a major film. “In the past I thought differently, but I’ve made peace with 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”.

Enduring Impact of a Plastic Guitar

Top-tier marketing, whether it’s for cars, apparel or games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to do it”.

The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival several years later.

Games such as Clone Hero and newer releases have maintained the community alive, and there’s set to be something from the original publisher on the way. A new studio has begun production on its debut music game. The initial creators are participating as special advisers. Are gamers prepared to welcome another game following Guitar Hero?

“Our team believed such titles could be similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible for it to continue with new generations.”

TR
About the author

Thomas Rivera

A seasoned digital strategist with over a decade of experience in web development and brand storytelling.

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