Guitar Hero Turns 20 – How a Plastic Axe United the Gap Among Music Fans

It has been two decades since the legendary game debuted in North America, providing players everywhere the means to become rock legends. Not literally, but try convincing someone who has mastered Free Bird’s four-minute guitar solo in front of a packed living-room audience.

Developed by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues moving along the display in time with a song. Each riff mimicked specific notes, producing the sensation of an authentic live show.

Harmonix had already tried its hand with rhythm games before partnering with the publisher, which was purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable series which made a significant influence on numerous of the artists featured, showcasing classic groups to millions of gaming enthusiasts.

A former executive, former COO of Harmonix, recalls the early financial challenges of licensing the songs – despite the fact initial releases primarily featured cover versions.

“We rerecorded all the music because the cost prohibitive,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane 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 increased, all artists desired to be in.”

He continues: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the songs they adored. It evolved into a multigenerational phenomenon.”

Timeless Music Gains Younger Fans

Irish blues-rock band the Answer included their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game revived older hits to the forefront: “The game offered a bigger, younger audience. Typically such music was seen as outdated material, however once it got included in the title and teenagers discovered it, abruptly it became trendy. This validated it, and got rid of the outdated tag. It provided all our music renewed popularity.”

At that time, the band's debut album was still unreleased stateside, meaning the game served as a primary platform for exposure for the group during their a North American tour supporting AC/DC. “Their crew were playing the song on the tour bus, and several knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles Enduring Influence

Music's heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on their music collections and associated lore, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the band more money compared to their records. It sold well over half a million copies upon release, while sales of their songs rose of up to 40% during an era when the music business faced decline.

Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, an online personality completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult enough on expert mode, let alone performed at increased tempo while hitting a single one of the thousands of cues. The streamer claimed it took months of practice to accomplish.

“The game offers a, imaginary experience. If you play other games, it doesn't imply you should use a real gun and enlist,” notes DragonForce guitarist Herman Li.

DragonForce had already wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors informing us that our selling albums like crazy,” he says. “It exploded when we next toured, and we were playing just before top acts at the event.”

Indeed, the band's visibility via the game was so immense that it has risked overshadow all other the band has done. Recently, the song was used in a trailer for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – everyone’s got their own musical journey and I’m glad we played a role in fans' experiences”.

The Lasting Impact of a Plastic Guitar

Top-tier marketing, whether it’s for cars, clothes or video games, goes further than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a rock star on the stage. From day one, the co-founders believed there’s an instinctive urge to create songs, and their goal was to use technology to allow people to do it”.

Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a brief comeback several years later.

Games such as Clone Hero and newer releases have maintained the community active, and there’s expectations of something from the original publisher in development. Recently formed developers has begun work on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace a new entry following the classic?

“Our team believed those games could be like Madden where you can update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, thus I remain hopeful. There’s no reason for it to persist with new generations.”

Kyle Sanchez
Kyle Sanchez

A seasoned gaming journalist and esports commentator with over a decade of experience covering global tournaments and industry trends.

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