🔗 Share this article Guitar Hero Turns 20 – How a Plastic Axe United the Gap Among Music Fans It has been two decades after the legendary game hit the market in North America, giving players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who has nailed Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience. Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the screen in time with the music. Every sequence corresponded to particular chords, creating the sensation of a genuine performance. The studio previously experimented in the music genre prior to teaming up with the publisher, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar series which made a significant impact for many of the artists included, introducing decades-old bands to millions of gaming enthusiasts. A former executive, former COO of Harmonix, remembers the initial budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks. “We rerecorded all the music since the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it proved nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once the game took off, and record sales airtime increased, everyone wanted to be in.” He continues: “One of the remarkable aspects was how many 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 Finds Younger Fans Irish group one featured act included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series revived classic rock back into vogue: “The game provided a bigger, new demographic. Typically this had been seen as music that was past it, however when it was included in the title young people discovered it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated tag. It gave our catalog renewed popularity.” At that time, the Answer’s first record was still not available stateside, so Guitar Hero served as a primary platform for exposure for the group during their a North American tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes. Rock’s Heavyweight Spin-offs and Lasting Impact Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their studio albums. It sold more than 500,000 copies upon release, and demand for Aerosmith’s music rose significantly at a time when the music business was already collapsing. The series still motivates nimble-fingered fanaticism within the community. Recently, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. This track is challenging even in expert mode, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. They stated it took nine months to accomplish. “Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you should use actual weapons and go to war,” notes DragonForce guitarist Herman Li. The band previously completed a profitable run before Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I remember our distributors calling to tell me that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing just before the headliners at the event.” Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing everything else the band has done. Recently, the track featured in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has their own musical journey and I’m glad we played a role of people’s lives”. Enduring Legacy of a Iconic Controller Top-tier promotion, whether it’s for cars, apparel or video games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and they wanted to use technology to enable everyone to participate”. Most installments were released over a mere half-decade between 2005 and 2010, including derivative titles like the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, except for a brief comeback in 2015. Titles like the fan project and Fortnite Festival have maintained the community active, with expectations of a new product from the original publisher in development. A new studio has entered production on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero? “We thought those games could be like Madden allowing annual update every year,” he remarks. “There’s so much new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”