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The Iconic Game at 20 – How a Plastic Axe Connected Generations Among Music Generations

Marking 20 years since Guitar Hero hit the market across the Atlantic, providing everyday gamers the tools to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who's nailed the epic lengthy guitar solo before an enthusiastic crowd of friends.

Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to the music. Each riff mimicked particular chords, producing the sensation of a genuine live show.

The studio previously tried its hand with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar series which made a remarkable influence for many of the artists featured, showcasing classic bands to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the songs – despite the fact initial releases mostly used cover versions.

“We rerecorded all the music because the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and we were pretty convinced it would fail. However, when the game took off, and record sales airtime increased, everyone wanted to be in.”

He adds: “Among the amazing things was how many parents got in touch expressing gratitude for exposing their kids to the songs they loved. It became an intergenerational phenomenon.”

Timeless Music Gains a New Audience

Northern Irish blues-rock band the Answer had their track in the 2008 release the popular installment. Lead musician the artist recalls how the series revived classic rock back into vogue: “The game provided a larger, younger audience. Generally this had been considered music that was past it, but then once it got included in the game young people were finding it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music a new life.”

At that time, the band's first record was still not available stateside, so the game was a key medium for exposure for the group during their US tour supporting the rock giants. “Their crew were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.

Major Band Spin-offs and Lasting Influence

Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on their music collections and related stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their studio albums. It moved well over 500,000 units upon release, and demand for their songs rose 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 achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. The song is difficult even in expert mode, let alone played at double speed and without missing a single one of the thousands of cues. The streamer stated requiring nine months of practice.

“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up a real gun and go to war,” notes musician the artist.

The band previously completed a profitable run when their hit was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game proved so vast that it risked eclipsing all other the band has done. Recently, the song 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, that's fine – each person has their own musical journey and I'm pleased we played a role of people’s lives”.

The Lasting Legacy from the Iconic Controller

The best promotion, be it for cars, clothes or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of being a rock star in the spotlight. From day one, the creators felt that there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to do it”.

Most of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus on peripherals died down, aside from a brief comeback several years later.

Titles like Clone Hero and newer releases have kept the community alive, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has begun work on its debut music game. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?

“We thought such titles could be similar to sports games where you can update every year,” Dornbrook says. “There’s so much new music that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to persist with new generations.”

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Written by

Diana Sparks

A tech journalist and gaming enthusiast with over a decade of experience covering industry trends and innovations.

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