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Guitar Hero at 20 – How a Plastic Axe United the Gap Between Music Fans

It has been 20 years after the legendary game debuted across the Atlantic, providing everyday gamers the tools to become rock legends. Figuratively speaking, but try convincing someone who's mastered the epic lengthy instrumental break before a packed crowd of friends.

Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Each riff mimicked specific notes, creating the sensation of an authentic performance.

The studio had already tried its hand in the music genre before partnering with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely massively profitable series that had a significant impact on numerous of the artists included, introducing classic groups to a new generation of gaming enthusiasts.

A former executive, former COO of Harmonix, recalls the early financial challenges in securing the songs – even though initial releases mostly used rerecorded tracks.

“We rerecorded every song because the cost prohibitive,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. However, when the game took off, and record sales airtime were going up, all artists desired to participate.”

He adds: “Among the amazing things was the number of parents got in touch expressing gratitude for introducing their kids to the songs they adored. It evolved into a multigenerational thing.”

Classic Rock Gains a New Audience

Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “The game offered a bigger, new demographic. Typically this had been seen as outdated material, but then when it was featured on the title and teenagers discovered it, abruptly it became trendy. That legitimised it, and got rid of the outdated tag. It provided our catalog renewed popularity.”

At that time, the Answer’s first record remained not available in the US, so Guitar Hero was a key medium of discovery for the band as they went on a North American tour opening for AC/DC. “The roadies had on Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.

Major Band Spin-offs and Lasting Impact

Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band greater revenue compared to their studio albums. It sold well over half a million units upon release, and sales of their songs rose significantly during an era as the industry faced decline.

Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with almost identical gameplay but an array of personalization features. The song is challenging even in the hardest setting, not to mention performed at double speed and without missing every one of the thousands of cues. They claimed requiring months of practice of practice.

“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” says musician the artist.

DragonForce had already wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label informing us that our selling albums rapidly,” he says. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it risked overshadow all other accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.

The Lasting Impact from the Plastic Guitar

Top-tier marketing, be it for cars, clothes or games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a rock star in the spotlight. 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”.

Most installments were released in just a five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a short-lived revival in 2015.

Titles such as Clone Hero and Fortnite Festival have kept the scene alive, and there’s expectations of something from the original publisher on the way. Recently formed developers has begun production on its debut music game. The initial creators are participating as special advisers. Are gamers prepared to welcome another game following the classic?

“We thought those games could be similar to sports games where you can update every year,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”

Written by

Danny Cruz

Erik is a former competitive table tennis player and coach with over 15 years of experience in the sport.

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