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Guitar Hero Turns 20 – The Plastic Guitar That Connected Generations Among Music Generations

It has been 20 years after Guitar Hero hit the market across the Atlantic, giving everyday gamers the means to feel like rock legends. Not in reality, though you'd be hard-pressed telling that anyone who's mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.

Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes moving along the screen synchronized to the music. Each riff mimicked specific notes, producing the sensation of an authentic performance.

The studio had already experimented with rhythm games before partnering with the publisher, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely billion-dollar series which made a significant influence on numerous musicians featured, introducing decades-old groups to millions of younger players.

Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles in securing the songs – despite the fact initial releases mostly used cover versions.

“We rerecorded all the music since the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when Guitar Hero took off, album purchases and radio play were going up, all artists desired to be in.”

He adds: “One of the remarkable aspects was how many parents got in touch and thanked us for introducing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”

Classic Rock Gains a New Audience

Irish blues-rock band the Answer included their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game revived classic rock back into vogue: “The game provided a bigger, new demographic. Typically this had been seen as outdated material, but then once it got featured on the game and teenagers were finding it, suddenly it was cool. That legitimised the genre, eliminating the outdated label. It provided our catalog renewed popularity.”

At that time, the Answer’s first record was still unreleased in the US, so Guitar Hero served as a primary platform for exposure for the group during their a North American tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.

Rock’s Heavyweight Titles Enduring Influence

Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated stories, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the group greater revenue compared to their studio albums. It sold more than 500,000 copies in its first week, while sales of their songs saw an increase of up to 40% at a time when the music business faced decline.

The series still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. The song is challenging even in expert mode, let alone performed at double speed while hitting a single one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.

“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to use a real gun and go to war,” notes musician the artist.

DragonForce had already wrapped up a profitable run before their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that our selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow all other accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.

Enduring Legacy of a Plastic Guitar

Top-tier marketing, be it for cars, apparel or video games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to participate”.

The majority of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.

Titles such as the fan project and Fortnite Festival have kept the community alive, with set to be a new product from the original publisher in development. Recently formed developers has entered work on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?

“We thought those games might become like Madden where you can update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”

AB
Written by

Adam Boone

Cycling enthusiast and apparel designer with over a decade of experience in custom sports gear, passionate about quality and innovation.

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