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The Iconic Game at 20 – How a Plastic Axe Connected the Gap Between Music Generations

It has been 20 years since the legendary game first launched in North America, giving players everywhere the tools to become a rock star. Not literally, but try telling that someone who has nailed the epic four-minute instrumental break in front of an enthusiastic crowd of friends.

Created by the developers, Guitar Hero gave players a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to the music. Each riff mimicked particular chords, producing the feel of a genuine performance.

The studio previously experimented in the music genre before partnering with RedOctane, later acquired by Activision during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar series which made a remarkable impact on numerous of the artists included, showcasing decades-old bands to millions of younger players.

A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the songs – despite the fact initial releases mostly used rerecorded tracks.

“We reproduced all the music since the dollar figure prohibitive,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, album purchases airtime were going up, all artists desired to be in.”

He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their children to the music they adored. It became an intergenerational phenomenon.”

Timeless Music Gains a New Audience

Irish group one featured act had their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series brought older hits back into vogue: “The game offered a larger, new demographic. Generally such music was considered outdated material, however when it was featured on the game young people discovered it, suddenly it was cool. This validated the genre, eliminating the outdated label. It gave our catalog a new life.”

At that time, the band's first record remained unreleased in the US, so the game was a key medium of discovery for the group as they went on US tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and several knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles and Lasting Impact

Rock’s heavyweight names quickly 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, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their studio albums. It sold more than half a million copies upon release, and demand for Aerosmith’s music rose of up to 40% at a time when the music business faced decline.

The series continues to inspire quick-handed dedication within the community. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with similar mechanics but an array of personalization features. This track is difficult even in expert mode, let alone played at double speed while hitting a single one of its near 4,000 notes. They stated it took nine months of practice.

“The game offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you should use actual weapons and go to war,” says musician Herman Li.

DragonForce had already completed a profitable run before their hit appeared on Guitar Hero III, but Li says it made them a household name. “I recall our distributors informing us that our records were moving rapidly,” 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 via the game was so immense that it threatened to overshadow everything else the band has done. Recently, the track was used in promotional material for a major film. “In the past I felt differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.

Enduring Impact of a Plastic Guitar

The best promotion, be it for cars, clothes or video games, extends beyond than selling something – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” he confirms. “That thrill of being a music icon on the stage. Since the beginning, the creators felt that humans have a natural urge to make music, and they wanted to use technology to allow people to participate”.

Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.

Games like Clone Hero and Fortnite Festival have maintained the community alive, and there’s set to be something from the original publisher in development. Recently formed developers has begun production on their first music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?

“We thought such titles could be like Madden allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain perennially popular, thus I remain optimistic. It's entirely possible for it to persist for future fans.”

About the author

Brian Foley

A seasoned gaming journalist with over a decade of experience covering the iGaming industry across North America and Europe.

Digital iGaming Canada

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