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Guitar Hero Turns 20 – The Plastic Guitar That Bridged the Gap Among Rock Generations

Marking two decades after Guitar Hero debuted across the Atlantic, offering everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try telling that anyone who's mastered the epic lengthy instrumental break in front of an enthusiastic crowd of friends.

Developed by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues moving along the display in time with the music. Every sequence mimicked specific notes, creating the sensation of a genuine live show.

The studio had already experimented with rhythm games before partnering with RedOctane, which was purchased by Activision in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar series which made a remarkable influence for many musicians featured, showcasing classic groups to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles in securing the songs – even though the first two games primarily featured rerecorded tracks.

“We reproduced all the music since the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero took off, and record sales airtime increased, all artists desired to participate.”

He continues: “Among the amazing things was the number of parents got in touch and thanked us for introducing their kids to the music they loved. It evolved into an intergenerational thing.”

Classic Rock Finds a New Audience

Northern Irish group the Answer had their track in the 2008 release the popular installment. Guitarist the artist recalls how the series brought classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Typically this had been considered music that was past it, but then once it got included in the game and teenagers discovered it, abruptly it became trendy. This validated it, eliminating the outdated tag. It provided our catalog renewed popularity.”

In 2008, the Answer’s first record was still not available in the US, meaning Guitar Hero was a key medium of discovery for the band as they went on US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.

Major Band Spin-offs and Lasting Influence

Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and associated lore, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the band more money than any of their studio albums. It sold more than 500,000 copies in its first week, while demand for Aerosmith’s music saw an increase significantly at a time when the music business faced decline.

Guitar Hero continues to inspire quick-handed fanaticism among its fans. 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 Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of customisation options. This track is challenging enough on the hardest setting, let alone performed at double speed while hitting every one of its near 4,000 notes. They stated it took nine months of practice.

“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.

The band had already completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label calling to tell me that we were records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”

In fact, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing all other the band has done. Last year, the track was used in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just hear a single track, that's fine – each person has a unique musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Legacy from the Iconic Controller

The best promotion, be it for cars, clothes or games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement 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 leverage innovation to allow people to participate”.

Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, including derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, aside from a brief comeback in 2015.

Games like the fan project and newer releases have maintained the scene alive, and there’s set to be something from the founders in development. Recently formed developers has begun production on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?

“We thought those games might become similar to sports games allowing annual update every year,” he remarks. “With abundant new music that it could be evergreen, thus I remain optimistic. There’s no reason for it to continue for future fans.”

By

Kim Coleman

Eva is a seasoned gaming analyst and writer with a passion for uncovering the best online casino strategies.

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