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The Iconic Game at 20 – How a Plastic Axe Connected the Gap Among Rock Generations

It has been 20 years after Guitar Hero hit the market across the Atlantic, offering players everywhere the means to feel like rock legends. Not in reality, but try telling that someone who's mastered the epic lengthy instrumental break before an enthusiastic crowd of friends.

Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to a song. Every sequence corresponded to specific notes, producing the feel of an authentic live show.

Harmonix previously tried its hand in the music genre before partnering with the publisher, which was acquired by Activision during the mid-2000s. Together, they established the foundations for a surprising billion-dollar franchise that had a significant influence on numerous of the artists included, showcasing classic bands to millions of younger players.

A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the songs – even though initial releases mostly used rerecorded tracks.

“We reproduced every song because the dollar figure was so high,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once the game took off, and record sales airtime were going up, everyone wanted to participate.”

He continues: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their kids to the songs they adored. It evolved into an intergenerational thing.”

Classic Rock Gains Younger Fans

Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series brought older hits back into vogue: “The game offered a larger, new demographic. Typically such music was seen as music that was past it, but then when it was featured on the title and teenagers discovered it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It provided all our music a new life.”

In 2008, the Answer’s first record was still not available stateside, so Guitar Hero was a key medium for exposure for the group as they went on a North American tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and some of them knew us thanks to the game,” he notes.

Major Band Spin-offs Enduring Influence

Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on each band’s catalogue and related stories, imagery and legendary status. In the case of, the Aerosmith edition, it was said to have made the group greater revenue than any of their records. It sold more than half a million copies upon release, while sales of their songs rose significantly during an era as the industry faced decline.

The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. The song is challenging enough on expert mode, let alone performed at double speed and without missing every one of the thousands of cues. They stated requiring nine months of practice.

“Guitar Hero offers a, fantasy thing. Just as with other games, it doesn't imply you should use a real gun and enlist,” says musician the artist.

The band previously completed a successful tour when Through the Fire and Flames was featured in the third game, but Li says it made them widely recognized. “I remember our distributors calling to tell me that our selling albums rapidly,” he shares. “Popularity surged when we next toured, and we performed just before top acts at the event.”

In fact, the band's visibility from Guitar Hero proved so vast that it threatened to eclipsing all other accomplishments. Recently, the song was used in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.

Enduring Impact of a Iconic Controller

The best marketing, be it for automobiles, apparel or games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the creators believed there’s an instinctive urge to make music, and they wanted to use technology to allow people to participate”.

Most of Guitar Hero games came out in just a half-decade between 2005 and 2010, including derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.

Games like the fan project and Fortnite Festival have kept the scene alive, with expectations of something from the founders in development. A new studio has entered work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game in the spirit of the classic?

“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”

By

Lindsey Benson

A London-based graphic designer and innovation consultant with over a decade of experience in creative industries.

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