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Guitar Hero Celebrates 20 Years – The Plastic Guitar That Bridged the Gap Among Music Fans

It has been 20 years after the legendary game hit the market in North America, providing everyday gamers the tools to feel like a rock star. Not in reality, though you'd be hard-pressed telling that someone who has mastered the epic four-minute guitar solo before a packed living-room audience.

Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to the music. Every sequence mimicked specific notes, creating the sensation of an authentic live show.

The studio previously tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising billion-dollar franchise which made a significant influence on numerous of the artists featured, introducing decades-old bands to millions of younger players.

A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the recordings – even though the first two games primarily featured rerecorded tracks.

“We rerecorded all the music because the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero took off, and record sales airtime were going up, all artists desired to be in.”

He adds: “One of the amazing things was how many parents reached out expressing gratitude for introducing their children to the songs they loved. It became an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Northern Irish group the Answer included their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game brought older hits to the forefront: “Guitar Hero provided a larger, new demographic. Typically this had been seen as music that was past it, however when it was included in the game and teenagers discovered it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”

In 2008, the Answer’s debut album remained not available in the US, meaning the game served as a primary platform of discovery for the band as they went on a North American tour supporting AC/DC. “The roadies were playing the song during travel, and some of them knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Influence

Music's heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their records. It moved more than 500,000 copies upon release, and demand for their songs saw an increase significantly at a time as the industry was already collapsing.

The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is difficult enough on the hardest setting, let alone performed at double speed and without missing every one of its near 4,000 notes. They claimed requiring months of practice to accomplish.

“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you should use actual weapons and enlist,” says musician Herman Li.

DragonForce previously completed a profitable run when their hit appeared in the third game, but Li says it made them a household name. “I recall our distributors informing us that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure via the game proved so vast that it has risked eclipsing all other accomplishments. Last year, the song featured in promotional material for a major film. “Previously I felt differently, but I’ve made peace with it,” Li says. “If you only listen to a single track, it’s totally cool – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.

Enduring Legacy from the Iconic Controller

The best marketing, be it for automobiles, clothes or video games, goes further than selling something – it inspires a desire. Was the game able to 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. Since the beginning, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.

The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a brief comeback several years later.

Games such as Clone Hero and Fortnite Festival have kept the community active, and there’s set to be a new product from the founders in development. Recently formed developers has entered work on their first music game. The initial creators are participating as special advisers. Is the world ready to embrace another game following the classic?

“We thought those games might become similar to sports games allowing annual update every year,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”

LJ
By

Lori Jensen

Elara Vance is a gaming industry analyst with over a decade of experience in online casinos and player engagement strategies.

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