🔗 Share this article Guitar Hero Turns 20 – How a Plastic Axe Bridged Generations Among Music Fans Marking two decades after the legendary game debuted across the Atlantic, offering everyday gamers the means to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s four-minute guitar solo in front of a packed living-room audience. Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the display in time with the music. Every sequence corresponded to specific notes, creating the feel of a genuine performance. Harmonix had already experimented with rhythm games before partnering with the publisher, which was acquired by the gaming giant in 2006. Together, they laid the foundations for a surprising billion-dollar franchise that had a significant influence for many of the artists included, introducing classic bands to a new generation of gaming enthusiasts. A former executive, former COO from the developer, remembers the early financial challenges of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks. “We rerecorded all the music since the dollar figure prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when the game took off, and record sales and radio play were going up, all artists desired to be in.” He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their children to the music they adored. It became a multigenerational phenomenon.” Classic Rock Finds Younger Fans Northern Irish group one featured act included Never Too Late on the 2008 game the popular installment. Lead musician the artist recalls how the series revived older hits back into vogue: “The game offered a larger, younger audience. Typically this had been considered outdated material, however once it got included in the title and teenagers discovered it, abruptly it became trendy. That legitimised the genre, eliminating the outdated tag. It provided our catalog a new life.” At that time, the band's debut album was still unreleased in the US, meaning Guitar Hero was a key medium of discovery for the band during their a North American tour opening for the rock giants. “Their crew had on the song during travel, and several recognized us from Guitar Hero,” he notes. Major Band Titles and Lasting Influence Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their records. It sold well over half a million copies in its first week, and sales of their songs rose significantly during an era when the music business was already collapsing. The series continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is challenging even in expert mode, not to mention played at double speed while hitting every one of its near 4,000 notes. The streamer stated it took months of practice of practice. “The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to use a real gun and go to war,” notes DragonForce guitarist Herman Li. The band previously wrapped up a successful tour when Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I remember our distributors calling to tell me that we were records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.” In fact, the band's visibility via the game was so immense that it threatened to eclipsing all other the band has done. Last year, the track was used 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 – everyone’s got their own path in music and I’m glad we played a role in fans' experiences”. The Lasting Legacy from the Plastic Guitar The best marketing, whether it’s for automobiles, clothes or games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a music icon on the stage. From day one, the creators felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to do it”. The majority installments were released in just a half-decade between 2005 and 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback several years later. Games like the fan project and newer releases have maintained the scene active, with set to be something from the founders on the way. A new studio has entered work on their first music game. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero? “We thought those games might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”