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

It has been two decades after Guitar Hero first launched across the Atlantic, giving everyday gamers the means to become a rock star. Not literally, but try convincing anyone who's nailed the epic four-minute guitar solo before a packed living-room audience.

Created by the developers, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with the music. Every sequence corresponded to specific notes, producing the sensation of a genuine performance.

Harmonix had already experimented with rhythm games before partnering with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar series which made a remarkable impact on numerous of the artists featured, showcasing decades-old groups to a new generation of gaming enthusiasts.

A former executive, former COO of Harmonix, remembers the early financial challenges in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.

“We reproduced every song since the cost was so high,” he explains. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once the game took off, and record sales airtime increased, everyone wanted to be in.”

He continues: “One of the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It evolved into an intergenerational thing.”

Timeless Music Finds Younger Fans

Irish group the Answer included their track in the 2008 release the popular installment. Guitarist the artist recalls how the series brought older hits back into vogue: “Guitar Hero offered a larger, younger audience. Typically this had been seen as outdated material, but then when it was included in the game and teenagers discovered it, abruptly it was cool. That legitimised the genre, and got rid of the outdated tag. It gave our catalog a new life.”

In 2008, the Answer’s debut album remained not available stateside, so the game was a key medium for exposure for the band during their a North American tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and several recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Influence

Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated game editions centered around their music collections and associated lore, visuals and legendary status. For example, the Aerosmith edition, reportedly to have made the group greater revenue compared to their studio albums. It sold more than 500,000 units upon release, while demand for Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.

The series still motivates quick-handed fanaticism among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is challenging enough on the hardest setting, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. They claimed requiring nine months to accomplish.

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

DragonForce previously completed a successful tour before their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors informing us that we were selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”

Indeed, the band's visibility via the game was so immense that it risked eclipsing everything else accomplishments. Last year, the song featured in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part of people’s lives”.

The Lasting Legacy of a Iconic Controller

The best marketing, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and their goal was to use technology to enable everyone to participate”.

The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a short-lived revival several years later.

Games like the fan project and Fortnite Festival have kept the scene active, and there’s set to be a new product from the founders in development. Recently formed developers has entered production on its debut rhythm-based title. Original co-founders are participating in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?

“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”

About the author

Melissa Fleming

A certified nutritionist and fitness coach with over a decade of experience in holistic health, passionate about empowering others through science-backed wellness strategies.

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