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Guitar Hero Turns 20 – How a Plastic Axe United Generations Between Rock Generations

It has been 20 years since the legendary game debuted in North America, giving players everywhere the opportunity to feel like a rock star. Not literally, but try convincing someone who's mastered Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.

Created by the developers, the game gave players a guitar-shaped controller to follow coloured notes moving along the display synchronized to a song. Every sequence mimicked particular chords, creating the feel of an authentic live show.

Harmonix previously experimented with rhythm games before partnering with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar series which made a significant impact on numerous of the artists included, introducing classic groups to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the songs – even though the first two games primarily featured cover versions.

“We rerecorded every song because the cost prohibitive,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero took off, album purchases and radio play increased, everyone wanted to participate.”

He continues: “One of the remarkable aspects was how many parents got in touch expressing gratitude for exposing their kids to the songs they loved. It became a multigenerational thing.”

Timeless Music Gains a New Audience

Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers the way the game revived classic rock to the forefront: “Guitar Hero provided a larger, younger audience. Generally such music was considered music that was past it, but then once it got included in the title and teenagers were finding it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It gave all our music a new life.”

At that time, the Answer’s first record remained not available in the US, meaning the game served as a primary platform of discovery for the band as they went on US tour opening for the rock giants. “Their crew had on the song on the tour bus, and some of them knew us from Guitar Hero,” he notes.

Major Band Titles Enduring Influence

Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized spin-off titles centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the group greater revenue than any of their studio albums. It sold well over 500,000 copies in its first week, and demand for their songs rose significantly at a time when the music business was already collapsing.

Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a freeware game with similar gameplay and extensive personalization features. The song is difficult even in the hardest setting, let alone played at double speed while hitting a single one of its near 4,000 notes. They claimed it took nine months of practice.

“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you ought to pick up a real gun and enlist,” says musician Herman Li.

The band previously wrapped up a successful tour before Through the Fire and Flames was featured 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 says. “It exploded when we next toured, and we performed just before the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game was so immense that it has risked overshadow everything else accomplishments. Recently, the song was used in a trailer for a major film. “Previously I felt differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.

Enduring Impact from the Plastic Guitar

The best marketing, whether it’s for automobiles, clothes or video games, goes further mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon in the spotlight. From day one, the co-founders felt that humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to participate”.

The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, including spin-offs like DJ Hero, including a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a brief comeback several years later.

Games like the fan project and newer releases have maintained the scene active, and there’s set to be a new product from the founders on the way. A new studio has begun work on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?

“We thought such titles could be like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”

By

Eric Curry

A journalist passionate about urban culture and community reporting, with a focus on city life and social trends.

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