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Guitar Hero Turns 20 – How a Plastic Axe Bridged Generations Among Rock Fans

It has been two decades since the legendary game debuted across the Atlantic, giving players everywhere the means to feel like rock legends. Not in reality, though you'd be hard-pressed convincing anyone who's nailed the epic lengthy instrumental break before an enthusiastic crowd of friends.

Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the screen in time with the music. Every sequence corresponded to particular chords, producing the feel of a genuine performance.

The studio had already experimented in the music genre before partnering with the publisher, later purchased by Activision in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise which made a remarkable impact on numerous musicians featured, showcasing classic bands to a new generation of gaming enthusiasts.

A former executive, former COO of Harmonix, remembers the early budgetary hurdles in securing the recordings – even though the first two games mostly used rerecorded tracks.

“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and we were fairly certain it would fail. But once the game became a hit, and record sales airtime were going up, everyone wanted to be in.”

He adds: “Among the remarkable aspects was how many parents got in touch and thanked us for introducing their children to the songs they adored. It evolved into an intergenerational phenomenon.”

Timeless Music Gains a New Audience

Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series brought older hits back into vogue: “The game provided a larger, new demographic. Typically such music was considered outdated material, however once it got featured on the game young people discovered it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave all our music a new life.”

In 2008, the band's first record was still unreleased stateside, so the game was a key medium for exposure for the band as they went on US tour supporting AC/DC. “The roadies had on the song on the tour bus, and several recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles and Lasting Impact

Music's heavyweight names soon took advantage of the series’ popularity, with 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 to have made the group more money than any of their studio albums. It sold well over 500,000 units upon release, while sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.

Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult anthem made popular by the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. This track is challenging even in expert mode, let alone played at increased tempo and without missing every one of the thousands of cues. The streamer claimed it took nine months of practice.

“Guitar Hero offers a, fantasy thing. If you play other games, it doesn't imply you ought to pick up a real gun and enlist,” says musician Herman Li.

DragonForce had already wrapped up 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 our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it risked overshadow everything else the band has done. Recently, the track featured in a trailer for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has a unique path in music and I’m glad we’ve been part of people’s lives”.

Enduring Impact of a Plastic Guitar

Top-tier promotion, be it for cars, clothes or video games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to do it”.

Most installments came out in just a five-year period from 2005 to 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a brief comeback several years later.

Games such as the fan project and Fortnite Festival have kept the scene alive, and there’s expectations of a new product from the original publisher in development. A new studio has entered production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?

“Our team believed such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”

About the author

Tina Jones

A seasoned business consultant with over 15 years of experience in UK market analysis and entrepreneurship.

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