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Guitar Hero at 20 – How a Plastic Axe Bridged the Gap Among Rock Fans

It has been 20 years since Guitar Hero hit the market in North America, offering players everywhere the tools to feel like rock legends. Not literally, though you'd be hard-pressed convincing anyone who's nailed the epic four-minute guitar solo before a packed crowd of friends.

Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to a song. Each riff corresponded to particular chords, creating the sensation of a genuine live show.

The studio previously tried its hand in the music genre before partnering with RedOctane, later purchased by Activision during the mid-2000s. Together, they established the foundations for a surprising massively profitable franchise that had a significant impact for many of the artists included, showcasing decades-old bands to a new generation of younger players.

Michael Dornbrook, former COO from the developer, recalls the early financial challenges of licensing the recordings – even though the first two games mostly used cover versions.

“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game took off, album purchases and radio play increased, everyone wanted to be in.”

He continues: “Among the remarkable aspects was how many parents got in touch and thanked us for introducing their children to the music they adored. It became a multigenerational phenomenon.”

Classic Rock Gains a New Audience

Irish blues-rock band the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series brought older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Generally such music was considered outdated material, but then when it was included in the game and teenagers were finding it, suddenly it became trendy. This validated it, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”

At that time, the band's first record was still unreleased stateside, so the game was a key medium of discovery for the group during their a North American tour supporting the rock giants. “The roadies were playing the song on the tour bus, and several recognized us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Influence

Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their records. It moved more than half a million units in its first week, and sales of their songs saw an increase significantly at a time when the music business faced decline.

Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. The song is challenging enough on the hardest setting, let alone played at double speed while hitting every one of its near 4,000 notes. They claimed it took nine months of practice.

“The game is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and go to war,” notes DragonForce guitarist the artist.

DragonForce had already wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I remember the record label informing us that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing just before top acts at the event.”

In fact, DragonForce’s exposure via the game was so immense that it risked overshadow all other the band has done. Last year, the song featured in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we played a role of people’s lives”.

Enduring Impact from the Plastic Guitar

The best promotion, whether it’s for cars, clothes or games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders felt that humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to do it”.

The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including spin-offs such as the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, except for a brief comeback several years later.

Games such as the fan project and newer releases have kept the scene active, with expectations of something from the original publisher in development. Recently formed developers has begun production on their first music game. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?

“We thought such titles could be like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”

The writer

Kayla Downs

A tech enthusiast and certified smart home consultant with over a decade of experience in IoT and automation systems.

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