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

Marking 20 years after the legendary game first launched in North America, offering players everywhere the means to feel like rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who's nailed Free Bird’s four-minute guitar solo in front of an enthusiastic living-room audience.

Created by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the display synchronized to a song. Each riff corresponded to specific notes, creating the feel of a genuine live show.

Harmonix previously experimented with rhythm games before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series that had a remarkable impact on numerous of the artists featured, introducing classic groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges in securing the songs – even though the first two games mostly used cover versions.

“We rerecorded all the music because the cost was so high,” he says. “Despite having the publishing rights by themselves, it proved extremely difficult. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game became a hit, and record sales airtime were going up, everyone wanted to be in.”

He adds: “One of the amazing things was the number of mothers and fathers reached out and thanked us for exposing their children to the songs they loved. It became an intergenerational thing.”

Classic Rock Gains Younger Fans

Northern Irish blues-rock band the Answer included their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game brought older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Generally this had been seen as music that was past it, however when it was included in the title young people discovered it, suddenly it was cool. This validated the genre, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”

In 2008, the Answer’s first record remained not available stateside, so the game served as a primary platform of discovery for the band during their a North American tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their records. It moved well over half a million copies upon release, while demand for Aerosmith’s music saw an increase of up to 40% at a time as the industry was already collapsing.

The series still motivates quick-handed fanaticism within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. The song is difficult even in the hardest setting, not to mention played at double speed while hitting every one of the thousands of cues. They stated it took months of practice to accomplish.

“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you should use actual weapons and go to war,” says musician the artist.

DragonForce had already wrapped up a profitable run when their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors informing us that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of the headliners 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. Recently, the track was used in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, that's fine – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.

Enduring Legacy of a Plastic Guitar

The best marketing, be it for cars, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to participate”.

Most installments came out in just a half-decade from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.

Titles such as the fan project and Fortnite Festival have maintained the community alive, and there’s set to be something from the founders on the way. Recently formed developers has entered production on its debut music game. The initial creators are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?

“We thought those games might become similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”

By

Alexis Brown

Elin är en erfaren coach och skribent med passion för personlig utveckling och psykologi, baserad i Stockholm.

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