🔗 Share this article Guitar Hero Celebrates 20 Years – How a Plastic Axe United the Gap Between Music Fans Marking 20 years after the legendary game debuted across the Atlantic, giving players everywhere the opportunity to feel like rock legends. Not in reality, but try convincing anyone who's mastered the epic four-minute instrumental break before an enthusiastic living-room audience. Created by Harmonix, the game provided users with a guitar-shaped controller to match coloured notes moving along the display in time with a song. Every sequence mimicked specific notes, creating the feel of a genuine live show. Harmonix had already experimented with rhythm games before partnering with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable franchise which made a remarkable impact on numerous of the artists featured, showcasing decades-old bands to millions of younger players. Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact initial releases primarily featured cover versions. “We rerecorded all the music since the dollar figure prohibitive,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. However, when the game became a hit, and record sales airtime were going up, all artists desired to participate.” He adds: “One of the amazing things was how many parents got in touch expressing gratitude for introducing their kids to the songs they loved. It became an intergenerational phenomenon.” Classic Rock Gains a New Audience Northern Irish group the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock to the forefront: “The game provided a bigger, new demographic. Typically this had been considered music that was past it, but then when it was included in the game and teenagers were finding it, abruptly it became trendy. That legitimised the genre, eliminating the outdated tag. It provided all our music a new life.” At that time, the Answer’s debut album was still unreleased in the US, meaning the game served as a primary platform for exposure for the group as they went on US tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says. Rock’s Heavyweight Spin-offs Enduring Impact Rock’s biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the band greater revenue than any of their studio albums. It sold more than half a million units upon release, while sales of their songs saw an increase of up to 40% at a time when the music business was already collapsing. Guitar Hero continues to inspire quick-handed fanaticism within the community. Recently, an online personality completed a remarkable feat featuring the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of personalization features. The song is difficult even in expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. The streamer claimed requiring nine months of practice. “Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” notes musician the artist. The band had already wrapped up a profitable run before their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts at the event.” Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing everything else the band has done. Recently, the song was used in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”. Enduring Impact from the Plastic Guitar Top-tier promotion, whether it’s for automobiles, clothes or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive urge to make music, and their goal was to use technology to allow people to participate”. The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring spin-offs like DJ Hero, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a brief comeback in 2015. Games like the fan project and Fortnite Festival have kept the community active, and there’s set to be a new product from the original publisher in development. A new studio has entered production on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of the classic? “We thought those games might become like Madden allowing annual releases,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”