🔗 Share this article The Iconic Game Turns 20 – How a Plastic Axe Connected the Gap Between Music Generations Marking 20 years since Guitar Hero first launched across the Atlantic, providing everyday gamers the tools to feel like rock legends. Not literally, but try convincing someone who's nailed the epic lengthy guitar solo before an enthusiastic crowd of friends. Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the display in time with the music. Every sequence corresponded to specific notes, creating the feel of a genuine performance. Harmonix had already tried its hand with rhythm games before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar series which made a remarkable impact for many of the artists included, showcasing decades-old groups to a new generation of younger players. Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the recordings – even though the first two games mostly used cover versions. “We rerecorded all the music since the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when Guitar Hero took off, album purchases airtime increased, everyone wanted to participate.” He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for introducing their kids to the songs they adored. It evolved into a multigenerational phenomenon.” Classic Rock Gains a New Audience Northern Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Typically this had been considered outdated material, however when it was included in the game and teenagers were finding it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ label. It provided all our music a new life.” In 2008, the band's first record was still not available in the US, meaning Guitar Hero served as a primary platform for exposure for the band as they went on 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 thanks to the game,” he notes. Rock’s Heavyweight Spin-offs Enduring Influence Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around their music collections and associated lore, visuals and legendary status. For example, the Aerosmith edition, it was said earned the group more money than any of their studio albums. It sold more than 500,000 copies upon release, and sales of their songs saw an increase significantly during an era when the music business faced decline. Guitar Hero still motivates quick-handed fanaticism among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of personalization features. The song is difficult even in expert mode, not to mention performed at double speed and without missing every one of the thousands of cues. They claimed requiring nine months of practice. “The game is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to pick up actual weapons and go to war,” says DragonForce guitarist Herman Li. DragonForce had already wrapped up a successful tour when their hit appeared in the third game, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.” Indeed, the band's visibility via the game proved so vast that it risked eclipsing all other accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – each person has their own musical journey and I’m glad we played a role of people’s lives”. The Lasting Impact of a Iconic Controller Top-tier promotion, whether it’s for automobiles, clothes or video games, goes further mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the co-founders felt that humans have a natural human desire to create songs, and they wanted to use technology to allow people to participate”. Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, except for a brief comeback several years later. Titles like Clone Hero and Fortnite Festival have kept the community alive, with expectations of a new product from the founders on the way. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace another game in the spirit of the classic? “Our team believed such titles could be like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”