🔗 Share this article The Iconic Game Celebrates 20 Years – How a Plastic Axe United the Gap Among Rock Generations It has been two decades after the legendary game hit the market in North America, giving players everywhere the tools to become rock legends. Not literally, though you'd be hard-pressed convincing someone who's mastered Free Bird’s four-minute instrumental break before an enthusiastic living-room audience. Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Each riff mimicked particular chords, producing the feel of a genuine live show. The studio previously experimented with rhythm games before partnering with RedOctane, which was acquired by Activision in 2006. Together, they laid the foundations for a surprising massively profitable franchise that had a significant impact on numerous musicians included, introducing classic bands to a new generation of younger players. Michael Dornbrook, former COO of Harmonix, remembers the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used cover versions. “We rerecorded every song because the cost prohibitive,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like the Who – the publisher had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero became a hit, album purchases airtime increased, everyone wanted to be in.” He adds: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their children to the music they adored. It evolved into a multigenerational thing.” Timeless Music Finds a New Audience Northern Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist the artist recalls the way the game revived classic rock to the forefront: “The game provided a bigger, new demographic. Typically such music was considered outdated material, but then when it was included in the title and teenagers were finding it, abruptly it became trendy. This validated it, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.” At that time, the Answer’s debut album remained not available in the US, so the game served as a primary platform of discovery for the band as they went on US tour opening for AC/DC. “Their crew had on the song during travel, and some of them recognized us thanks to the game,” he notes. Rock’s Heavyweight Titles Enduring Influence Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money compared to their records. It sold well over half a million units in its first week, while sales of their songs saw an increase of up to 40% at a time as the industry faced decline. Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with similar gameplay but an array of customisation options. The song is challenging enough on expert mode, let alone performed at double speed while hitting every one of the thousands of cues. They stated requiring nine months of practice. “Guitar Hero offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” says DragonForce guitarist the artist. DragonForce had already completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners at the event.” In fact, the band's visibility via the game proved so vast that it has threatened to overshadow all other the band has done. Recently, the track was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “If you only listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”. Enduring Impact of a Iconic Controller Top-tier promotion, whether it’s for cars, clothes or video games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to enable everyone to participate”. The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, except for a brief comeback several years later. Games such as the fan project and newer releases have kept the community active, with set to be a new product from the founders on the way. A new studio has begun work on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic? “Our team believed those games could be similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist with new generations.”