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Guitar Hero Celebrates 20 Years – The Plastic Guitar That United Generations Among Music Fans

It has been two decades since the legendary game first launched in North America, providing players everywhere the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who's mastered the epic lengthy instrumental break before a packed crowd of friends.

Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the display in time with a song. Every sequence mimicked particular chords, creating the feel of a genuine live show.

The studio had already experimented in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant in 2006. Together, they laid the foundations for an unlikely billion-dollar series that had a remarkable impact on numerous of the artists featured, introducing decades-old groups to millions of younger players.

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

“We reproduced every song because the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it was nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero took off, and record sales and radio play were going up, all artists desired to participate.”

He continues: “Among the amazing things was the number of parents got in touch expressing gratitude for exposing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”

Timeless Music Gains Younger Fans

Northern Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game revived older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Generally this had been considered music that was past it, however when it was featured on the title young people were finding it, abruptly it was cool. That legitimised the genre, eliminating the outdated tag. It gave our catalog renewed popularity.”

In 2008, the Answer’s first record was still unreleased stateside, so Guitar Hero was a key medium of discovery for the band as they went on a North American tour supporting the rock giants. “Their crew were playing the song on the tour bus, and some of them knew us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles and Lasting Impact

Rock’s biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their studio albums. It sold well over half a million copies in its first week, while sales of Aerosmith’s music rose of up to 40% during an era when the music business was already collapsing.

Guitar Hero continues to inspire quick-handed fanaticism among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. The song is challenging even in expert mode, let alone played at double speed while hitting a single one of the thousands of cues. The streamer stated it took nine months of practice.

“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up a real gun and go to war,” says DragonForce guitarist Herman Li.

The band previously completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, 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. “It exploded on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”

Indeed, the band's visibility via the game proved so vast that it has risked overshadow everything else accomplishments. Last year, the song featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – each person has their own path in music and I’m glad we played a role in fans' experiences”.

The Lasting Legacy of a Plastic Guitar

Top-tier marketing, whether it’s for automobiles, apparel or games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of being a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural 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 half-decade from 2005 to 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals waned, except for a brief comeback in 2015.

Games like the fan project and newer releases have kept the scene alive, with expectations of a new product from the founders in development. A new studio has begun production on their first rhythm-based title. Original co-founders are participating in advisory roles. Is the world ready to embrace another game following Guitar Hero?

“We thought such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music that it could be evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”

WH
About the author

William Holloway

A tech enthusiast and gaming expert with over a decade of experience reviewing gaming hardware and accessories.

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