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Guitar Hero Turns 20 – How a Plastic Axe United the Gap Among Music Fans

It has been 20 years after the legendary game hit the market in North America, providing everyday gamers the opportunity to feel like rock legends. Not literally, but try telling that anyone who's nailed the epic four-minute instrumental break in front of a packed living-room audience.

Created by the developers, the game provided users with a guitar-shaped controller to match on-screen cues moving along the screen in time with the music. Each riff mimicked particular chords, producing the feel of an authentic live show.

The studio previously tried its hand in the music genre before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising billion-dollar series which made a significant influence for many of the artists included, showcasing classic groups to a new generation of gaming enthusiasts.

A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.

“We rerecorded all the music since the cost was so high,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. However, when the game became a hit, and record sales and radio play increased, everyone wanted to be in.”

He continues: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their kids to the songs they adored. It evolved into an intergenerational phenomenon.”

Classic Rock Finds a New Audience

Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought older hits to the forefront: “The game offered a larger, younger audience. Generally such music was considered outdated material, however once it got featured on the game young people discovered it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”

In 2008, the band's debut album was still not available in the US, so the game was a key medium for exposure for the band as they went on US tour opening for AC/DC. “The roadies had on Never Too Late during travel, and some of them knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Influence

Rock’s biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions centered around their music collections and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band greater revenue compared to their records. It sold more than 500,000 units upon release, and demand for Aerosmith’s music saw an increase of up to 40% at a time as the industry was already collapsing.

Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, a streamer completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is challenging even in the hardest setting, let alone played at increased tempo while hitting every one of its near 4,000 notes. They claimed requiring nine months to accomplish.

“Guitar Hero offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you should use a real gun and enlist,” says DragonForce guitarist Herman Li.

DragonForce had already wrapped up a successful tour when their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners at the event.”

In fact, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow everything else accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.

The Lasting Impact of a Iconic Controller

The best promotion, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it inspires a longing. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the creators believed humans have a natural human desire to make music, and they wanted to use technology to enable everyone to do it”.

Most installments were released in just a half-decade from 2005 to 2010, including derivative titles such as the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a brief comeback in 2015.

Games such as the fan project and Fortnite Festival have kept the scene alive, and there’s set to be something from the founders in development. A new studio has begun work on their first music game. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry in the spirit of the classic?

“Our team believed those games could be similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible for it to continue with new generations.”

The writer

Matthew Saunders

A tech journalist and digital strategist passionate about emerging technologies and their impact on modern business.

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