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The Iconic Game Celebrates 20 Years – How a Plastic Axe United the Gap Between Music Generations

It has been 20 years since the legendary game hit the market in North America, offering everyday gamers the means to become a rock star. Not in reality, but try convincing someone who has nailed the epic four-minute instrumental break before a packed crowd of friends.

Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display in time with the music. Each riff corresponded to particular chords, producing the sensation of a genuine performance.

Harmonix previously experimented in the music genre prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for an unlikely billion-dollar series that had a remarkable influence for many of the artists included, introducing classic bands to a new generation of younger players.

A former executive, former COO from the developer, recalls the initial budgetary hurdles in securing the songs – despite the fact initial releases primarily featured cover versions.

“We rerecorded all the music since the cost was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure bands like legendary groups – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when the game took off, album purchases and radio play increased, all artists desired to be in.”

He adds: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their children to the music they adored. It became a multigenerational phenomenon.”

Classic Rock Finds Younger Fans

Northern Irish group the Answer included their track on the 2008 game the popular installment. Guitarist the artist remembers the way the game brought older hits back into vogue: “Guitar Hero provided a bigger, younger audience. Typically such music was seen as outdated material, but then when it was featured on the title young people were finding it, suddenly it was cool. This validated it, and got rid of the outdated label. It provided all our music a new life.”

At that time, the band's first record was still not available stateside, meaning Guitar Hero was a key medium of discovery for the group during their US tour supporting the rock giants. “The roadies had on Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles Enduring Influence

Music's heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, visuals and legendary status. For example, the Aerosmith edition, it was said earned the band more money compared to their studio albums. It moved more than half a million units upon release, and sales of their songs saw an increase significantly at a time when the music business faced decline.

Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is difficult even in expert mode, let alone played at double speed and without missing a single one of the thousands of cues. They stated it took nine months to accomplish.

“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use a real gun and go to war,” says musician Herman Li.

The band previously completed a successful tour before Through the Fire and Flames appeared in the third game, but Li says it turned them into widely recognized. “I remember the record label informing us that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing just before the headliners at the event.”

Indeed, the band's visibility from Guitar Hero proved so vast that it has threatened to eclipsing all other the band has done. Recently, the track was used in promotional material for a major film. “Previously I felt differently, but now I accept it,” he admits. “Should you just hear a single track, that's fine – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.

Enduring Impact of a Plastic Guitar

The best marketing, be it for automobiles, apparel or games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to participate”.

Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.

Games like the fan project and newer releases have kept the community active, with set to be a new product from the founders in development. A new studio has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace another game following the classic?

“Our team believed such titles might become similar to sports games where you can update every year,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t persist with new generations.”

About the author

Mr. Matthew Miller

A seasoned journalist and digital content strategist with a passion for uncovering compelling stories across various industries.

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