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Guitar Hero Turns 20 – How a Plastic Axe Bridged the Gap Between Music Generations

Marking two decades after the legendary game debuted across the Atlantic, offering players everywhere the means to become rock legends. Not in reality, but try telling that someone who's mastered the epic lengthy instrumental break before a packed living-room audience.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the display in time with a song. Every sequence corresponded to specific notes, creating the sensation of a genuine performance.

Harmonix had already experimented with rhythm games prior to teaming up with the publisher, later acquired by Activision in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar series which made a significant influence for many of the artists featured, showcasing classic groups to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges in securing the recordings – despite the fact the first two games mostly used cover versions.

“We reproduced all the music since the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game took off, and record sales airtime increased, everyone wanted to be in.”

He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the music they adored. It evolved into an intergenerational thing.”

Classic Rock Gains Younger Fans

Northern Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game brought classic rock back into vogue: “The game offered a bigger, younger audience. Generally this had been seen as outdated material, but then once it got included in the game and teenagers discovered it, abruptly it was cool. That legitimised it, eliminating the outdated tag. It provided our catalog a new life.”

In 2008, the band's first record was still unreleased stateside, so the game served as a primary platform for exposure for the band as they went on a North American tour opening for the rock giants. “The roadies were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.

Major Band Spin-offs Enduring Influence

Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on their music collections and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It moved well over half a million copies in its first week, and demand for Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.

Guitar Hero still motivates quick-handed fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. This track is challenging enough on the hardest setting, let alone played at double speed while hitting every one of the thousands of cues. They stated requiring nine months of practice.

“The game is a fun, imaginary experience. If you play other games, it doesn't imply you should pick up actual weapons and enlist,” notes musician the artist.

The band had already wrapped up a profitable run when their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label calling to tell me that we were records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.”

In fact, the band's visibility from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Recently, the song was used in a trailer for a major film. “In the past I thought differently, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.

Enduring Legacy of a Iconic Controller

Top-tier marketing, whether it’s for cars, apparel or games, extends beyond than selling something – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. From day one, the creators believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.

The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.

Titles such as Clone Hero and Fortnite Festival have kept the community active, and there’s expectations of something from the founders in development. Recently formed developers has begun work on its debut music game. The initial creators 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,” he remarks. “There’s so much new music it could remain evergreen, thus I remain hopeful. There’s no reason for it to persist for future fans.”

JA
About the author

Joseph Allen

A passionate gaming journalist and tech enthusiast with over a decade of experience covering UK entertainment trends.

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