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The Iconic Game Celebrates 20 Years – How a Plastic Axe United the Gap Between Rock Generations

It has been two decades after Guitar Hero hit the market in North America, giving players everywhere the tools to feel like rock legends. Not literally, but try telling that anyone who's mastered Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.

Developed by the developers, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen in time with a song. Every sequence mimicked particular chords, creating the feel of an authentic performance.

The studio previously tried its hand with rhythm games prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar franchise that had a remarkable influence for many musicians featured, showcasing decades-old groups to millions of younger players.

A former executive, former COO from the developer, remembers the early budgetary hurdles of licensing the songs – despite the fact initial releases primarily featured rerecorded tracks.

“We reproduced every song because the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game became a hit, and record sales and radio play increased, all artists desired to be in.”

He adds: “One of the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their children to the songs they adored. It became an intergenerational thing.”

Timeless Music Finds a New Audience

Northern Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “The game offered a larger, new demographic. Typically this had been seen as music that was past it, however when it was included in the title young people discovered it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave all our music a new life.”

In 2008, the Answer’s debut album was still not available in the US, so the game was a key medium of discovery for the band during their a North American tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.

Major Band Spin-offs and Lasting Influence

Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their records. It moved more than 500,000 copies in its first week, and sales of their songs rose of up to 40% at a time when the music business was already collapsing.

The series still motivates nimble-fingered dedication among its fans. Recently, a streamer completed an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with similar mechanics and extensive customisation options. This track is difficult enough on the hardest setting, not to mention played at double speed and without missing every one of its near 4,000 notes. The streamer claimed requiring nine months of practice.

“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and enlist,” notes musician the artist.

The band previously completed a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors informing us that we were selling albums rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before top acts at the event.”

In fact, the band's visibility via the game was so immense that it risked eclipsing all other the band has done. Last year, the track featured in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” Li says. “If you only hear one DragonForce song, that's fine – everyone’s got their own musical journey and I’m glad we played a role in fans' experiences”.

The Lasting Impact of a Iconic Controller

Top-tier marketing, whether it’s for cars, apparel or video games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the creators felt that there’s an instinctive urge to make music, and they wanted to use technology to allow people to participate”.

Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a brief comeback several years later.

Games like the fan project and newer releases have maintained the scene alive, and there’s set to be something from the founders in development. A new studio has entered production on their first rhythm-based title. The initial creators are both involved as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?

“We thought such titles could be similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”

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Written by

Brett Bryant

IT consultant specializing in business technology optimization and cybersecurity strategies.

Optix Enterprise

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