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Guitar Hero at 20 – How a Plastic Axe Connected Generations Among Rock Generations

Marking 20 years since Guitar Hero first launched across the Atlantic, offering everyday gamers the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed telling that someone who's mastered Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.

Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the display synchronized to the music. Each riff corresponded to particular chords, producing the feel of a genuine live show.

The studio had already experimented in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable series that had a remarkable impact for many musicians included, introducing classic groups to a new generation of younger players.

A former executive, former COO of Harmonix, recalls the initial budgetary hurdles in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.

“We reproduced every song because the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game took off, and record sales airtime increased, all artists desired to participate.”

He adds: “Among the remarkable aspects was the number of parents reached out expressing gratitude for introducing their children to the music they adored. It evolved into an intergenerational thing.”

Classic Rock Gains Younger Fans

Irish blues-rock band the Answer had their track in the 2008 release the popular installment. Guitarist the artist remembers how the series revived older hits to the forefront: “The game offered a bigger, new demographic. Typically such music was seen as music that was past it, however once it got featured on the title and teenagers were finding it, abruptly it became trendy. That legitimised the genre, eliminating the outdated label. It gave our catalog a new life.”

At that time, the band's debut album remained not available stateside, meaning the game served as a primary platform of discovery for the band during their US tour opening for AC/DC. “Their crew had on the song during travel, and several knew us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles Enduring Influence

Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and associated stories, visuals and legendary status. In the case of, the Aerosmith edition, it was said earned the group greater revenue compared to their studio albums. It moved well over 500,000 units upon release, and sales of Aerosmith’s music rose of up to 40% during an era when the music business was already collapsing.

The series still motivates quick-handed dedication within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. The song is challenging enough on expert mode, not to mention performed at double speed and without missing a single one of its near 4,000 notes. They stated it took nine months of practice.

“The game offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” says musician the artist.

DragonForce had already completed a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it made them widely recognized. “I recall our distributors calling to tell me that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game proved so vast that it risked overshadow everything else accomplishments. Last year, the song featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.

The Lasting Legacy of a Plastic Guitar

The best promotion, be it for automobiles, clothes or video games, goes further than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the creators felt that humans have a natural urge to make music, and they wanted to use technology to allow people to do it”.

The majority installments were released in just a half-decade between 2005 and 2010, including derivative titles like DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.

Games like the fan project and Fortnite Festival have kept the community active, and there’s set to be something from the original publisher in development. A new studio has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry following the classic?

“We thought those games might become similar to sports games where you can update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”

By

Paul Wilson

Elara is a seasoned gaming journalist with over a decade of experience covering online casinos and betting strategies.

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