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

Marking 20 years since the legendary game first launched across the Atlantic, providing players everywhere the means to become a rock star. Not in reality, but try telling that someone who's mastered the epic four-minute guitar solo in front of an enthusiastic crowd of friends.

Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the display in time with a song. Every sequence mimicked specific notes, creating the feel of an authentic live show.

Harmonix previously tried its hand in the music genre before partnering with RedOctane, which was acquired by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising billion-dollar franchise which made a significant influence on numerous of the artists included, introducing classic groups to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early financial challenges of licensing the recordings – despite the fact initial releases mostly used cover versions.

“We reproduced every song since the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to be in.”

He continues: “Among the amazing things was the number of parents got in touch and thanked us for exposing their kids to the songs they adored. It became an intergenerational thing.”

Timeless Music Finds a New Audience

Northern Irish group one featured act had Never Too Late on the 2008 game the popular installment. Guitarist the artist recalls the way the game revived classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Typically this had been considered music that was past it, however once it got featured on the game and teenagers discovered it, suddenly it was cool. That legitimised it, and got rid of the outdated label. It provided our catalog renewed popularity.”

At that time, the band's first record remained unreleased stateside, so the game served as a primary platform of discovery for the band during their US tour opening for AC/DC. “Their crew had on Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.

Major Band Titles and Lasting Influence

Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their studio albums. It sold well over half a million units upon release, while sales of Aerosmith’s music saw an increase of up to 40% at a time as the industry faced decline.

Guitar Hero continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. This track is challenging even in the hardest setting, not to mention played at double speed while hitting a single one of its near 4,000 notes. They claimed requiring months of practice to accomplish.

“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up actual weapons and enlist,” notes musician Herman Li.

The band had already completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I recall the record label informing us that our records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing everything else the band has done. Last year, the track featured in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – each person has a unique path in music and I’m glad we played a role of people’s lives”.

The Lasting Impact from the Iconic Controller

Top-tier marketing, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a music icon in the spotlight. From day one, the co-founders believed humans have a natural urge to make music, and they wanted to leverage innovation to allow people to do it”.

The majority installments came out over a mere half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.

Games like the fan project and Fortnite Festival have kept the community alive, with set to be something from the founders in development. Recently formed developers 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 following the classic?

“We thought those games could be like Madden allowing annual update every year,” he remarks. “There’s so much new music that it could be evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”

The writer

Margaret Brown

A seasoned gambling analyst with over a decade of experience in reviewing online casinos and developing winning strategies for slot enthusiasts.

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