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The Iconic Game Celebrates 20 Years – How a Plastic Axe Bridged Generations Between Music Fans

It has been 20 years after Guitar Hero first launched in North America, giving players everywhere the opportunity to become rock legends. Figuratively speaking, but try telling that someone who's nailed Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.

Created by the developers, the game provided users with a plastic guitar peripheral to match coloured notes moving along the screen synchronized to a song. Each riff mimicked specific notes, producing the sensation of an authentic performance.

Harmonix previously tried its hand in the music genre before partnering with the publisher, which was acquired by the gaming giant in 2006. Together, they established the groundwork for a surprising billion-dollar series which made a remarkable influence for many of the artists featured, showcasing decades-old groups to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges in securing the recordings – even though initial releases primarily featured rerecorded tracks.

“We rerecorded all the music since the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to participate.”

He continues: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their children to the songs they loved. It became an intergenerational phenomenon.”

Classic Rock Finds Younger Fans

Irish group one featured act had their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers how the series brought older hits to the forefront: “The game offered a bigger, new demographic. Generally such music was considered music that was past it, but then once it got included in the title young people were finding it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”

At that time, the band's debut album was still not available in the US, meaning the game served as a primary platform of discovery for the group during their US tour opening for the rock giants. “The roadies were playing 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 others starring in specialized game editions centered around their music collections and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their records. It sold well over 500,000 copies in its first week, while sales of Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.

Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. The song is challenging even in the hardest setting, let alone played at double speed while hitting a single one of its near 4,000 notes. The streamer stated requiring months of practice of practice.

“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you should use a real gun and enlist,” says musician the artist.

DragonForce previously completed a successful tour when their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label calling to tell me that we were selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed right ahead of top acts at the event.”

Indeed, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else accomplishments. Last year, the track was used in a trailer for a major film. “Previously I felt differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.

The Lasting Impact from the Plastic Guitar

Top-tier promotion, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.

Most installments were released over a mere half-decade from 2005 to 2010, including spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.

Titles such as Clone Hero and Fortnite Festival have maintained the scene alive, and there’s expectations of a new product from the founders in development. A new studio has entered work on its debut music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?

“We thought such titles might become like Madden where you can releases,” he remarks. “There’s so much new music that it could be evergreen, thus I remain hopeful. It's entirely possible for it to continue with new generations.”

About the author

Eric Rivera

Travel enthusiast and expert on Cuban luxury accommodations, sharing insights and tips for the perfect getaway.

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