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The Iconic Game Turns 20 – How a Plastic Axe Bridged Generations Between Rock Generations

Marking 20 years since Guitar Hero debuted across the Atlantic, providing everyday gamers the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who has nailed the epic lengthy instrumental break before a packed crowd of friends.

Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the display synchronized to a song. Each riff mimicked specific notes, creating the feel of a genuine live show.

Harmonix had already tried its hand in the music genre before partnering with RedOctane, later purchased by Activision during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar franchise which made a remarkable impact for many of the artists included, introducing decades-old groups to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the recordings – even though initial releases primarily featured cover versions.

“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game took off, album purchases airtime were going up, all artists desired to participate.”

He adds: “One of the remarkable aspects was the number of parents reached out and thanked us for introducing their children to the songs they adored. It became a multigenerational thing.”

Classic Rock Gains Younger Fans

Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series brought older hits back into vogue: “The game offered a larger, new demographic. Generally such music was seen as music that was past it, however when it was included in the game young people discovered it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”

At that time, the Answer’s debut album was still not available in the US, meaning the game was a key medium for exposure for the group during their US tour opening for the rock giants. “Their crew had on Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.

Major Band Spin-offs Enduring Impact

Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and related stories, visuals and legendary status. For example, the Aerosmith edition, it was said earned the group greater revenue than any of their studio albums. It sold well over 500,000 copies upon release, while sales of Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.

Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. The song is difficult even in expert mode, not to mention performed at double speed and without missing a single one of its near 4,000 notes. The streamer claimed requiring nine months of practice.

“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you should use actual weapons and enlist,” notes DragonForce guitarist the artist.

DragonForce previously wrapped up a successful tour before Through the Fire and Flames appeared in the third game, but Li says it made them widely recognized. “I recall our distributors calling to tell me that our selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it risked overshadow everything else the band has done. Last year, the track was used in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – everyone’s got a unique path in music and I’m glad we played a role of people’s lives”.

Enduring Impact of a Plastic Guitar

The best marketing, be it for cars, clothes or games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. From day one, the co-founders believed humans have a natural human desire to make music, and they wanted to use technology to enable everyone to participate”.

Most installments were released in just a five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival in 2015.

Games like the fan project and newer releases have kept the community alive, with set to be something from the founders on the way. A new studio has begun production on its debut music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?

“Our team believed those games might become like Madden where you can releases,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain hopeful. There’s no reason for it to persist with new generations.”

By

Debra Simmons

Maya Chen is a sustainability consultant with over a decade of experience in green technology and corporate environmental strategies.

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