🔗 Share this article Guitar Hero at 20 – How a Plastic Axe United the Gap Between Music Fans Marking 20 years since Guitar Hero first launched across the Atlantic, providing everyday gamers the means to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s four-minute instrumental break before an enthusiastic living-room audience. Developed by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to a song. Every sequence corresponded to particular chords, creating the feel of a genuine live show. The studio previously experimented in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising massively profitable franchise that had a significant influence on numerous musicians featured, showcasing decades-old groups to a new generation of gaming enthusiasts. Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the recordings – even though the first two games primarily featured rerecorded tracks. “We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game took off, album purchases and radio play increased, everyone wanted to be in.” He adds: “Among the remarkable aspects was how many parents reached out and thanked us for exposing their kids to the songs they adored. It evolved into a multigenerational phenomenon.” Classic Rock Gains Younger Fans Northern Irish group one featured act included Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers how the series brought classic rock to the forefront: “The game offered a larger, new demographic. Typically this had been considered outdated material, but then when it was featured on the title and teenagers were finding it, suddenly it was cool. This validated the genre, and got rid of the outdated tag. It gave our catalog a new life.” In 2008, the Answer’s first record was still not available in the US, meaning Guitar Hero was a key medium for exposure for the band during their US tour opening for the rock giants. “Their crew had on Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” Mahon says. Rock’s Heavyweight Titles Enduring Influence Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions centered around their music collections and related lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said to have made the band greater revenue than any of their records. It sold well over half a million units in its first week, while demand for Aerosmith’s music rose significantly during an era when the music business faced decline. The series continues to inspire nimble-fingered dedication among its fans. Earlier this year, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. The song is challenging even in expert mode, not to mention performed at increased tempo while hitting every one of the thousands of cues. They stated requiring nine months to accomplish. “Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should use actual weapons and enlist,” notes musician the artist. DragonForce previously wrapped up a successful tour before their hit appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.” In fact, the band's visibility from Guitar Hero was so immense that it risked overshadow everything else accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”. Enduring Impact of a Plastic Guitar Top-tier promotion, be it for automobiles, apparel or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and they wanted to leverage innovation to allow people to do it”. The majority of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback in 2015. Games like the fan project and newer releases have maintained the community alive, with expectations of a new product from the founders on the way. A new studio has entered work on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero? “Our team believed those games might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”