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The Iconic Game Turns 20 – How a Plastic Axe Connected the Gap Between Rock Generations

Marking two decades since the legendary game first launched across the Atlantic, offering players everywhere the opportunity to feel like rock legends. Not literally, though you'd be hard-pressed convincing someone who's mastered the epic lengthy guitar solo in front of a packed living-room audience.

Developed by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Every sequence corresponded to specific notes, producing the sensation of a genuine live show.

The studio previously tried its hand in the music genre before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a significant influence for many of the artists featured, showcasing decades-old bands to a new generation of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the recordings – despite the fact the first two games primarily featured cover versions.

“We rerecorded all the music since the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero took off, and record sales airtime were going up, everyone wanted to participate.”

He continues: “One of the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their children to the songs they adored. It evolved into an intergenerational thing.”

Classic Rock Gains a New Audience

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: “The game offered a bigger, new demographic. Generally this had been considered outdated material, however when it was featured on the game young people were finding it, suddenly it became trendy. This validated it, and got rid of the outdated label. It provided all our music renewed popularity.”

At that time, the Answer’s first record remained not available stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on US tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles and Lasting Impact

Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their studio albums. It sold more than half a million copies in its first week, and sales of Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.

The series still motivates quick-handed fanaticism within the community. Recently, a streamer completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is difficult even in the hardest setting, let alone performed at double speed while hitting every one of the thousands of cues. They claimed requiring nine months to accomplish.

“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you ought to use actual weapons and go to war,” notes musician the artist.

The band had already wrapped up a profitable run before their hit was featured in the third game, yet he explains it made them widely recognized. “I remember the record label calling to tell me that our selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow all other accomplishments. Recently, the song featured in a trailer for a major film. “Previously I felt differently, but now I accept it,” Li says. “If you only listen to a single track, that's fine – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.

Enduring Legacy from the Plastic Guitar

The best promotion, be it for automobiles, apparel or video games, extends beyond than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.

Most installments were released over a mere five-year period from 2005 to 2010, including derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a brief comeback in 2015.

Games such as Clone Hero and newer releases have maintained the scene active, with set to be a new product from the original publisher on the way. Recently formed developers has begun production on its debut music game. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?

“Our team believed such titles could be similar to sports games where you can update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”

The writer

Crystal Richardson

A passionate cultural historian and writer based in Genoa, specializing in Italian art and urban heritage.

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