The Iconic Game Turns 20 – How a Plastic Axe United the Gap Among Music Generations

Marking 20 years since Guitar Hero debuted across the Atlantic, giving players everywhere the opportunity to feel like rock legends. Not in reality, but try telling that someone who's nailed Free Bird’s lengthy instrumental break in front of an enthusiastic living-room audience.

Created by Harmonix, the game gave players a guitar-shaped controller to follow coloured notes scrolling down the display in time with the music. Each riff corresponded to particular chords, creating the feel of a genuine live show.

The studio previously experimented in the music genre before partnering with the publisher, which was purchased by Activision during the mid-2000s. Together, they established the foundations for a surprising massively profitable franchise that had a remarkable influence on numerous of the artists featured, introducing classic groups to a new generation of younger players.

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

“We reproduced all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once the game took off, and record sales airtime increased, everyone wanted to be in.”

He continues: “One of the amazing things was how many mothers and fathers reached out and thanked us for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived older hits back into vogue: “The game offered a bigger, new demographic. Generally this had been seen as outdated material, but then once it got featured on the game young people discovered it, suddenly it became trendy. This validated it, and got rid of the ‘dad rock’ label. It provided our catalog renewed popularity.”

At that time, the Answer’s first record remained not available in the US, so Guitar Hero served as a primary platform of discovery for the band during their a North American tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.

Major Band Titles and Lasting Influence

Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on their music collections and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their records. It moved well over half a million units in its first week, and sales of Aerosmith’s music rose significantly during an era as the industry was already collapsing.

The series continues to inspire quick-handed dedication 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 Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. This track is difficult even in the hardest setting, not to mention performed at double speed and without missing a single one of its near 4,000 notes. They stated requiring nine months of practice.

“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you should pick up actual weapons and enlist,” says musician the artist.

The band had already completed a profitable run when their hit appeared in the third game, but Li says it turned them into widely recognized. “I recall our distributors calling to tell me that our records were moving rapidly,” he says. “It exploded on the subsequent tour, 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 everything else the band has done. Last year, the song featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I’m glad we played a role in fans' experiences”.

The Lasting Impact from the Iconic Controller

The best marketing, whether it’s for cars, apparel or video games, extends beyond mere transactions – it inspires a longing. Was the game able to tap into that? “Precisely 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 human desire to make music, and their goal was to use technology to allow people to do it”.

The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals waned, except for a brief comeback several years later.

Games such as Clone Hero and newer releases have kept the community alive, with set to be a new product from the original publisher on the way. A new studio has entered work on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome another game in the spirit of the classic?

“We thought those games might become similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”

Michelle Smith
Michelle Smith

Liam van der Meer is een IT-expert met meer dan 15 jaar ervaring in cloud computing en cybersecurity.