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

It has been 20 years after the legendary game debuted across the Atlantic, giving everyday gamers the means to feel like a rock star. Not in reality, but try telling that anyone who's nailed the epic four-minute instrumental break in front of an enthusiastic living-room audience.

Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes moving along the screen synchronized to a song. Each riff corresponded to particular chords, producing the sensation of a genuine performance.

Harmonix previously experimented with rhythm games before partnering with RedOctane, which was purchased by Activision in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar series which made a significant impact on numerous musicians included, introducing classic bands to millions of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the recordings – even though the first two games mostly used rerecorded tracks.

“We rerecorded all the music because the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero took off, and record sales and radio play were going up, everyone wanted to participate.”

He adds: “One of the remarkable aspects was the number of parents got in touch and thanked us for exposing their children to the songs they adored. It became an intergenerational thing.”

Classic Rock Gains a New Audience

Northern Irish group the Answer had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game brought classic rock to the forefront: “The game provided a larger, younger audience. Typically such music was considered outdated material, however when it was featured on the title young people were finding it, abruptly it became trendy. This validated it, eliminating the outdated label. It provided our catalog a new life.”

At that time, the Answer’s first record was still unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and several knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Influence

Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money compared to their records. It sold more than 500,000 units in its first week, while demand for their songs saw an increase of up to 40% at a time as the industry was already collapsing.

The series still motivates nimble-fingered dedication among its fans. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is difficult enough on the hardest setting, not to mention performed at double speed and without missing a single one of the thousands of cues. They claimed it took nine months to accomplish.

“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you should use a real gun and go to war,” notes DragonForce guitarist the artist.

The band previously completed a successful tour when their hit was featured in the third game, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to eclipsing all other the band has done. Recently, the track featured in a trailer for a major film. “In the past I thought differently, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.

The Lasting Impact from the Plastic Guitar

The best promotion, be it for cars, apparel or video games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.

The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, including spin-offs like the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback several years later.

Titles such as the fan project and Fortnite Festival have maintained the community alive, with set to be a new product from the founders in development. A new studio has begun work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?

“Our team believed such titles could be like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist for future fans.”

The writer

Zachary Stanley

Competition enthusiast and blogger sharing verified prize draws and success stories since 2018.

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