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Guitar Hero Turns 20 – The Plastic Guitar That United Generations Among Rock Fans

Marking two decades after Guitar Hero first launched across the Atlantic, providing everyday gamers the tools to feel like rock legends. Figuratively speaking, but try telling that anyone who has mastered the epic lengthy instrumental break before an enthusiastic living-room audience.

Developed by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to the music. Every sequence mimicked specific notes, producing the sensation of a genuine live show.

The studio previously experimented in the music genre before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar series which made a remarkable influence on numerous musicians included, showcasing decades-old groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles of licensing the songs – despite the fact initial releases primarily featured rerecorded tracks.

“We rerecorded every song because the cost was so high,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. However, when the game took off, album purchases airtime increased, all artists desired to participate.”

He continues: “One of the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their children to the songs they loved. It became a multigenerational thing.”

Timeless Music Gains Younger Fans

Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock back into vogue: “The game provided a larger, new demographic. Typically this had been considered music that was past it, however when it was included in the title young people discovered it, suddenly it was cool. This validated it, and got rid of the outdated tag. It gave all our music a new life.”

At that time, the Answer’s debut album was still not available in the US, meaning the game served as a primary platform for exposure for the group as they went on a North American tour opening for the rock giants. “The roadies had on the song during travel, and several recognized us from Guitar Hero,” Mahon says.

Major Band Titles and Lasting Impact

Music's heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized game editions centered around each band’s catalogue and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their studio albums. It moved more than 500,000 units in its first week, while demand for their songs rose of up to 40% at a time when the music business faced decline.

Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer completed an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is difficult enough on the hardest setting, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. They stated it took nine months to accomplish.

“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you should use a real gun and go to war,” notes DragonForce guitarist the artist.

The band previously completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them a household name. “I remember the record label informing us that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to overshadow all other the band has done. Last year, the song was used in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we played a role of people’s lives”.

The Lasting Legacy of a Iconic Controller

The best promotion, whether it’s for automobiles, clothes or games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to allow people to participate”.

Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a brief comeback in 2015.

Games such as the fan project and Fortnite Festival have kept the community active, and there’s expectations of something from the founders in development. A new studio has begun production on its debut music game. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?

“We thought those games might become like Madden 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 for it to persist for future fans.”

About the author

Chelsea Harris

A seasoned tech journalist and blogger with a passion for uncovering digital trends.

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