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Guitar Hero Turns 20 – How a Plastic Axe Bridged the Gap Between Music Fans

Marking 20 years after Guitar Hero hit the market in North America, providing players everywhere the means to feel like rock legends. Not literally, but try convincing anyone who's mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.

Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the display in time with a song. Each riff corresponded to particular chords, producing the sensation of an authentic live show.

The studio previously tried its hand with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Together, they laid the groundwork for an unlikely billion-dollar franchise which made a remarkable influence on numerous of the artists featured, introducing decades-old groups to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges in securing the recordings – despite the fact the first two games primarily featured cover versions.

“We reproduced every song since the dollar figure was so high,” he explains. “Even with the publishing rights alone, it was nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. But once the game took off, and record sales and radio play were going up, everyone wanted to be in.”

He adds: “One of the amazing things was the number of mothers and fathers reached out and thanked us for introducing their children to the songs they loved. It became an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Irish blues-rock band the Answer included their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series revived classic rock back into vogue: “Guitar Hero offered a larger, younger audience. Generally this had been considered music that was past it, however when it was featured on the title and teenagers were finding it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It gave all our music a new life.”

In 2008, the Answer’s first record was still unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the group as they went on US tour opening for AC/DC. “The roadies had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Influence

Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their records. It sold more than half a million units in its first week, and demand for Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.

The series continues to inspire nimble-fingered dedication among its fans. Recently, a streamer completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. The song is challenging enough on the hardest setting, let alone performed at double speed and without missing a single one of the thousands of cues. They claimed it took nine months of practice.

“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” says musician the artist.

DragonForce previously wrapped up a profitable run before their hit appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label calling to tell me that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”

Indeed, the band's visibility via the game proved so vast that it threatened to eclipsing all other the band has done. Last year, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part of people’s lives”.

The Lasting Legacy from the Plastic Guitar

Top-tier marketing, be it for cars, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. Since the beginning, the creators believed humans have a natural human desire to make music, and their goal was to leverage innovation to allow people to participate”.

Most installments were released in just a half-decade from 2005 to 2010, including spin-offs like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, except for a short-lived revival several years later.

Games such as the fan project and newer releases have kept the scene alive, and there’s set to be something from the founders in development. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?

“Our team believed such titles might become like Madden allowing annual update every year,” 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 continue for future fans.”

MM
About the author

Matthew Miller

Agritech specialist with a passion for sustainable farming and smart solutions.

Smart Fruit Project

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