🔗 Share this article The Iconic Game Turns 20 – How a Plastic Axe Connected the Gap Among Music Generations It has been two decades since Guitar Hero hit the market across the Atlantic, giving players everywhere the means to feel like rock legends. Figuratively speaking, but try convincing someone who's nailed Free Bird’s lengthy guitar solo in front of an enthusiastic living-room audience. Developed by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with a song. Each riff corresponded to particular chords, creating the feel of a genuine live show. The studio had already tried its hand with rhythm games before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable series that had a remarkable influence on numerous musicians included, introducing decades-old groups to a new generation of younger players. 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 reproduced every song since the cost was so high,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when Guitar Hero took off, album purchases and radio play increased, all artists desired to be in.” He continues: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their kids to the music they adored. It became a multigenerational phenomenon.” Classic Rock Finds Younger Fans Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero provided a larger, new demographic. Generally this had been considered outdated material, however once it got included in the game young people were finding it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It gave all our music a new life.” In 2008, the band's debut album was still not available stateside, meaning the game was a key medium of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and several knew us thanks to the game,” Mahon says. Rock’s Heavyweight Titles and Lasting Impact Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group greater revenue compared to their records. It sold well over 500,000 units upon release, and demand for their songs rose significantly during an era as the industry was already collapsing. The series continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of personalization features. This track is difficult even in expert mode, let alone played at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish. “Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you should pick up actual weapons and enlist,” notes musician Herman Li. DragonForce had already wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label informing us that our selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.” In fact, the band's visibility from Guitar Hero proved so vast that it has threatened to eclipsing all other accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we’ve been part in fans' experiences”. Enduring Impact of a Iconic Controller The best marketing, be it for automobiles, clothes or games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to participate”. Most installments came out in just a five-year period between 2005 and 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments died down, except for a short-lived revival several years later. Titles such as the fan project and Fortnite Festival have kept the community active, and there’s set to be a new product from the original publisher in development. Recently formed developers has begun work on their first music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero? “Our team believed such titles might become similar to sports games where you can releases,” he remarks. “There’s so much new music that it could be evergreen, so I’ve always been optimistic. There’s no reason for it to persist for future fans.”