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Guitar Hero Celebrates 20 Years – How a Plastic Axe Connected Generations Among Music Generations

It has been two decades since Guitar Hero hit the market in North America, offering everyday gamers the opportunity to become rock legends. Figuratively speaking, but try convincing someone who's mastered Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen synchronized to a song. Every sequence corresponded to particular chords, creating the sensation of a genuine live show.

The studio had already tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising massively profitable franchise which made a significant influence for many of the artists featured, introducing classic groups to millions of gaming enthusiasts.

A former executive, former COO of Harmonix, remembers the early budgetary hurdles of licensing the recordings – even though initial releases mostly used cover versions.

“We reproduced all the music because the cost was so high,” he explains. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when Guitar Hero took off, and record sales and radio play increased, all artists desired to participate.”

He adds: “Among the remarkable aspects was the number of parents got in touch and thanked us for exposing their kids to the songs they adored. It became an intergenerational phenomenon.”

Classic Rock Finds Younger Fans

Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series brought classic rock to the forefront: “The game provided a larger, new demographic. Generally this had been seen as music that was past it, but then when it was included in the game young people discovered it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”

In 2008, the Answer’s debut album remained unreleased in the US, so Guitar Hero was a key medium of discovery for the group as they went on US tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and several knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on their music collections and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their records. It moved more than 500,000 units upon release, while sales of Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.

Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is difficult enough on the hardest setting, not to mention performed 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, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” notes musician Herman Li.

DragonForce had already completed a profitable run before their hit was featured in the third game, but Li says it made them widely recognized. “I remember the record label calling to tell me that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts at the event.”

In fact, DragonForce’s exposure via the game was so immense that it threatened to overshadow everything else accomplishments. Recently, the track was used in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, 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

The best promotion, be it for automobiles, apparel or games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a rock star on the stage. From day one, the creators felt that humans have a natural urge to create songs, and they wanted to use technology to allow people to participate”.

Most installments came out over a mere half-decade from 2005 to 2010, including derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a brief comeback several years later.

Titles such as the fan project and newer releases have maintained the community active, and there’s set to be something from the founders on the way. A new studio has entered production on their first music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following the classic?

“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”

The writer

Jonathan Rowe

A Berlin-based luxury goods expert with over 15 years in high-end retail, specializing in artisanal craftsmanship and sustainable luxury trends.

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