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Guitar Hero at 20 – How a Plastic Axe United Generations Between Rock Generations

Marking two decades since the legendary game first launched in North America, offering players everywhere the tools to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who has mastered the epic four-minute instrumental break before an enthusiastic living-room audience.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to a song. Each riff mimicked particular chords, creating the sensation of an authentic live show.

The studio previously experimented in the music genre prior to teaming up with the publisher, later acquired by Activision in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar series that had a significant impact for many of the artists featured, introducing decades-old bands to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.

“We rerecorded every song since the cost was so high,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as 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 be in.”

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

Classic Rock Finds a New Audience

Irish group the Answer had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game brought classic rock back into vogue: “Guitar Hero provided a bigger, younger audience. Typically this had been seen as music that was past it, but then when it was featured on the title young people discovered it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music a new life.”

At that time, the band's first record was still unreleased stateside, so the game served as a primary platform of discovery for the group as they went on US tour supporting the rock giants. “Their crew had on the song on the tour bus, and several recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Influence

Music's biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their records. It moved more than 500,000 units upon release, and demand for their songs rose significantly at a time when the music business was already collapsing.

Guitar Hero still motivates quick-handed fanaticism among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with similar gameplay but an array of customisation options. This track is difficult even in the hardest setting, let alone performed at increased tempo and without missing every one of its near 4,000 notes. They claimed requiring months of practice to accomplish.

“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you should use actual weapons and enlist,” notes DragonForce guitarist the artist.

The band previously wrapped up a successful tour when their hit appeared on Guitar Hero III, but Li says it made them a household name. “I recall the record label informing us that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, 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. Last year, the song featured in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” he admits. “Should you just hear a single track, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.

The Lasting Impact of a Plastic Guitar

Top-tier promotion, whether it’s for automobiles, apparel or video games, goes further than selling something – it evokes a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and they wanted to leverage innovation to enable everyone to do it”.

Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, including spin-offs like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival in 2015.

Games such as the fan project and newer releases have maintained the scene alive, and there’s expectations of a new product from the original publisher in development. A new studio has begun work on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace another game in the spirit of the classic?

“Our team believed such titles might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”

PK
Written by

Parker King

Elena is a bingo enthusiast and writer, sharing her passion and insights from years of experience in the UK bingo scene.

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