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Guitar Hero Celebrates 20 Years – How a Plastic Axe United Generations Between Rock Fans

It has been two decades after the legendary game first launched in North America, providing everyday gamers the opportunity to feel like a rock star. Not in reality, but try convincing anyone who's nailed the epic four-minute guitar solo before a packed crowd of friends.

Developed by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with the music. Each riff corresponded to particular chords, creating the sensation of an authentic live show.

The studio previously tried its hand with rhythm games before partnering with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable franchise that had a significant impact on numerous of the artists included, introducing decades-old groups to a new generation of younger players.

A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – despite the fact initial releases mostly used cover versions.

“We rerecorded every song since the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero took off, and record sales airtime increased, all artists desired 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 became an intergenerational phenomenon.”

Classic Rock Finds Younger Fans

Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought classic rock back into vogue: “Guitar Hero provided a larger, younger audience. Typically such music was seen as outdated material, but then once it got featured on the game and teenagers discovered it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”

At that time, the Answer’s debut album was still unreleased 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 on the tour bus, and several recognized us thanks to the game,” he notes.

Major Band Spin-offs and Lasting Influence

Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money compared to their records. It moved well over half a million copies in its first week, and demand for their songs saw an increase significantly at a time as the industry faced decline.

Guitar Hero still motivates quick-handed dedication among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is challenging enough on the hardest setting, not to mention played at double speed while hitting a single one of the thousands of cues. They claimed it took months of practice to accomplish.

“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and go to war,” says musician Herman Li.

The band had already wrapped up a profitable run before their hit was featured in the third game, yet he explains it made them widely recognized. “I remember our distributors informing us that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”

Indeed, the band's visibility from Guitar Hero proved so vast that it has risked eclipsing everything else the band has done. Last year, the track was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, that's fine – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.

The Lasting Impact from the Plastic Guitar

Top-tier promotion, be it for automobiles, apparel or games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the creators believed there’s an instinctive human desire to make music, and their goal was to use technology to allow people to do it”.

Most installments were released in just a five-year period between 2005 and 2010, including spin-offs like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival several years later.

Games such as Clone Hero and Fortnite Festival have maintained the scene alive, with set to be a new product from the founders on the way. Recently formed developers has entered production on its debut music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of the classic?

“Our team believed such titles might become similar to sports games where you can update every year,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to persist for future fans.”

By

Blake Blankenship

A tech journalist and gadget reviewer with over a decade of experience covering consumer electronics and emerging technologies.

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