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

Marking 20 years since the legendary game hit the market across the Atlantic, giving players everywhere the tools to feel like a rock star. Figuratively speaking, but try telling that anyone who has mastered Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.

Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the display synchronized to a song. Each riff corresponded to particular chords, producing the sensation of an authentic live show.

The studio had already experimented with rhythm games prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable series which made a remarkable impact on numerous musicians included, showcasing decades-old groups to a new generation of gaming enthusiasts.

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

“We reproduced every song since the cost was so high,” he says. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to participate.”

He adds: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their children to the music they adored. It became an intergenerational thing.”

Classic Rock Finds a New Audience

Northern Irish group one featured act included Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers the way the game brought classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Generally such music was seen as outdated material, however once it got included in the game young people discovered it, suddenly it became trendy. This validated the genre, eliminating the outdated tag. It provided our catalog renewed popularity.”

At that time, the band's debut album remained not available stateside, so the game was a key medium for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies were playing Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Impact

Rock’s biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their studio albums. It sold more than 500,000 units upon release, while sales of Aerosmith’s music rose of up to 40% at a time when the music business faced decline.

Guitar Hero still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. The song is difficult even in expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. They stated requiring nine months of practice.

“The game offers a, fantasy thing. Just as with other games, it doesn't imply you should use a real gun and go to war,” says musician the artist.

The band previously completed a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it made them a household name. “I remember our distributors calling to tell me that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we were playing just before top acts at the event.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other the band has done. Last year, the track was used in a trailer for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got their own path in music and I'm pleased we’ve been part in fans' experiences”.

Enduring Impact of a Plastic Guitar

The best promotion, be it for cars, apparel or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to leverage innovation to enable everyone to do it”.

The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a short-lived revival in 2015.

Titles such as the fan project and Fortnite Festival have maintained the community alive, with expectations of a new product from the founders in development. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace another game following the classic?

“We thought those games could be similar to sports games where you can update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”

Written by

Samantha Taylor

A passionate horticulturist with over a decade of experience in urban farming and sustainable agriculture.

NookPulse UK

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