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

It has been two decades since the legendary game first launched in North America, providing everyday gamers the tools to feel like rock legends. Not in reality, though you'd be hard-pressed telling that someone who's nailed the epic four-minute guitar solo in front of an enthusiastic crowd of friends.

Developed by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the screen in time with a song. Each riff corresponded to particular chords, producing the feel of an authentic live show.

The studio had already tried its hand with rhythm games before partnering with the publisher, which was purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise that had a significant influence for many musicians featured, introducing decades-old groups to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the songs – even though initial releases primarily featured rerecorded tracks.

“We rerecorded all the music because the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. However, when the game became a hit, and record sales airtime increased, everyone wanted to be in.”

He adds: “One of the amazing things was the number of parents got in touch expressing gratitude for introducing their children to the music they loved. It became a multigenerational thing.”

Classic Rock Finds a New Audience

Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought classic rock to the forefront: “The game provided a bigger, new demographic. Generally this had been considered outdated material, however once it got featured on the title young people discovered it, suddenly it became trendy. This validated it, and got rid of the outdated tag. It provided our catalog renewed popularity.”

At that time, the Answer’s debut album was still unreleased stateside, so the game served as a primary platform for exposure for the band during their US tour opening for the rock giants. “The roadies had on Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Influence

Rock’s biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their studio albums. It sold well over 500,000 units upon release, and demand for their songs rose significantly during an era as the industry was already collapsing.

The series still motivates quick-handed dedication within the community. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. The song is difficult enough on expert mode, let alone played at increased tempo while hitting every one of the thousands of cues. They claimed requiring nine months of practice.

“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” says musician Herman Li.

The band had already wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I remember the record label informing us that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”

Indeed, the band's visibility via the game proved so vast that it has risked overshadow everything else the band has done. Recently, 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, it’s totally cool – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Impact of a Plastic Guitar

The best marketing, whether it’s for cars, clothes or games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “That thrill of being a music icon on the stage. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to do it”.

The majority installments came out in just a half-decade between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a brief comeback in 2015.

Titles such as the fan project and newer releases have kept the scene alive, with expectations of something from the founders on the way. A new studio has begun work on their first rhythm-based title. The initial creators are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?

“Our team believed those games might become similar to sports games where you can releases,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”

JM
The writer

Julie Miranda

Eleanor Swift is a seasoned online gaming analyst and content creator with over a decade of experience.

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