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Guitar Hero at 20 – How a Plastic Axe United the Gap Between Rock Fans

It has been two decades after Guitar Hero debuted in North America, giving players everywhere the tools to feel like a rock star. Not in reality, but try telling that someone who's mastered the epic four-minute instrumental break before an enthusiastic crowd of friends.

Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Every sequence mimicked particular chords, producing the sensation of an authentic performance.

The studio had already tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable franchise that had a remarkable influence for many of the artists featured, introducing decades-old groups to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the recordings – even though the first two games primarily featured cover versions.

“We rerecorded all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. But once the game took off, and record sales airtime increased, everyone wanted to participate.”

He continues: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for exposing their children to the songs they adored. It became a multigenerational thing.”

Timeless Music Finds Younger Fans

Irish group the Answer had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Typically this had been considered music that was past it, but then when it was featured on the game young people were finding it, suddenly it was cool. This validated it, eliminating the outdated label. It gave all our music a new life.”

In 2008, the band's first record was still unreleased in the US, so the game served as a primary platform for exposure for the group as they went on US tour supporting the rock giants. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.

Major Band Titles Enduring Influence

Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their studio albums. It moved more than half a million copies upon release, and sales of their songs rose significantly during an era when the music business was already collapsing.

The series still motivates quick-handed dedication within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult enough on the hardest setting, not to mention played at increased tempo while hitting every one of the thousands of cues. They stated requiring nine months to accomplish.

“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” notes musician Herman Li.

The band had already completed a profitable run when their hit was featured in the third game, but Li says it turned them into widely recognized. “I remember our distributors informing us that we were records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”

In fact, the band's visibility from Guitar Hero proved so vast that it risked eclipsing all other accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “If you only listen to a single track, that's fine – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.

The Lasting Legacy from the Iconic Controller

Top-tier marketing, be it for automobiles, clothes or games, goes further mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to do it”.

Most installments came out in just a five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.

Titles like Clone Hero and Fortnite Festival have kept the community active, with expectations of something from the founders in development. A new studio has entered production on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of Guitar Hero?

“Our team believed those games might become like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”

The writer

Elizabeth Lowe

Film critic and historian with over a decade of experience analyzing global cinema and emerging film trends.

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