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

It has been 20 years since the legendary game hit the market in North America, giving everyday gamers the tools to feel like rock legends. Not literally, though you'd be hard-pressed telling that someone who has nailed Free Bird’s 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 coloured notes scrolling down the screen synchronized to the music. Every sequence corresponded to specific notes, producing the sensation of an authentic performance.

The studio previously experimented with rhythm games before partnering with the publisher, which was purchased by Activision in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable franchise which made a remarkable impact for many musicians featured, introducing classic groups to millions of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles of licensing the songs – even though the first two games mostly used cover versions.

“We reproduced every song since the cost was so high,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero took off, and record sales and radio play were going up, everyone wanted to be in.”

He adds: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their children to the songs they loved. It became a multigenerational phenomenon.”

Timeless Music Finds Younger Fans

Irish blues-rock band the Answer had their track in the 2008 release the popular installment. Lead musician the artist recalls the way the game revived older hits back into vogue: “The game provided a bigger, new demographic. Generally such music was considered music that was past it, but then when it was included in the game young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave our catalog a new life.”

At that time, the band's debut album was still not available in the US, so Guitar Hero served as a primary platform of discovery for the band during their US tour opening for the rock giants. “The roadies were playing the song during travel, and some of them recognized us thanks to the game,” he notes.

Major Band Titles Enduring Influence

Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around their music collections and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their studio albums. It sold well over half a million copies in its first week, while sales of their songs rose of up to 40% at a time as the industry was already collapsing.

The series continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. This track is challenging even in the hardest setting, let alone performed at increased tempo while hitting a single one of its near 4,000 notes. They claimed it took months of practice to accomplish.

“Guitar Hero offers a, fantasy thing. If you play other games, it doesn't imply you ought to pick up actual weapons and enlist,” says musician Herman Li.

The band had already wrapped up a successful tour when 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 calling to tell me that we were selling albums rapidly,” he shares. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”

In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow all other accomplishments. Last year, the track was used in a trailer for Despicable Me 4. “Previously I felt differently, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.

Enduring Impact from the Plastic Guitar

Top-tier promotion, whether it’s for automobiles, clothes or games, goes further mere transactions – it inspires a longing. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the creators felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to do it”.

The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus on peripherals waned, except for a brief comeback several years later.

Games like the fan project and newer releases have kept the community active, and there’s expectations of something from the original publisher on the way. Recently formed developers has entered work on its debut music game. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?

“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”

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The writer

Patricia Reid

A venture capital analyst with over a decade of experience in tech startups and investment strategy across Europe.

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