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Guitar Hero at 20 – How a Plastic Axe Bridged the Gap Among Rock Fans

It has been two decades after the legendary game debuted in North America, giving players everywhere the means to feel like rock legends. Not literally, but try telling that someone who's mastered Free Bird’s lengthy guitar solo before a packed living-room audience.

Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the screen in time with the music. Every sequence corresponded to specific notes, producing the sensation of a genuine performance.

Harmonix previously experimented in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the foundations for a surprising billion-dollar series that had a significant influence for many of the artists included, showcasing classic groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.

“We rerecorded all the music because the cost prohibitive,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, all artists desired to participate.”

He continues: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It became an intergenerational thing.”

Timeless Music Gains a New Audience

Irish group the Answer included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series revived older hits back into vogue: “Guitar Hero offered a larger, new demographic. Generally such music was seen as outdated material, however when it was included in the title young people discovered it, abruptly it was cool. This validated it, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”

In 2008, the Answer’s debut album remained not available in the US, so Guitar Hero was a key medium for exposure for the band as they went on US tour opening for AC/DC. “Their crew had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Influence

Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the group greater revenue compared to their studio albums. It moved well over half a million units upon release, and demand for Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.

Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of personalization features. The song is difficult even in the hardest setting, not to mention performed at double speed while hitting a single one of its near 4,000 notes. They stated requiring months of practice of practice.

“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” says musician the artist.

The band had already wrapped up a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I recall the record label calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing everything else the band has done. Recently, the song was used in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only hear a single track, that's fine – each person has their own path in music and I’m glad we played a role in fans' experiences”.

Enduring Legacy of a Plastic Guitar

Top-tier marketing, be it for automobiles, apparel or video games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to do it”.

Most installments were released over a mere half-decade from 2005 to 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a brief comeback several years later.

Titles such as the fan project and Fortnite Festival have kept the scene active, with expectations of something from the original publisher in development. Recently formed developers has begun production on their first rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?

“Our team believed such titles could be similar to sports games allowing annual releases,” he remarks. “With abundant new music it could remain evergreen, thus I remain hopeful. It's entirely possible for it to continue for future fans.”

About the author

Sharon Oconnell

A passionate gamer and tech writer with over a decade of experience covering the gaming industry and its evolving trends.

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