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Guitar Hero Turns 20 – The Plastic Guitar That Bridged Generations Among Rock Generations

Marking 20 years after Guitar Hero hit the market in North America, giving players everywhere the means to feel like rock legends. Not in reality, though you'd be hard-pressed telling that someone who's nailed Free Bird’s lengthy guitar solo before a packed crowd of friends.

Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to the music. Every sequence corresponded to specific notes, producing the sensation of a genuine live show.

The studio had already tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely billion-dollar franchise which made a remarkable impact on numerous of the artists included, introducing decades-old bands to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the songs – despite the fact initial releases primarily featured cover versions.

“We rerecorded all the music since the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. But once the game became a hit, and record sales airtime were going up, everyone wanted to be in.”

He continues: “One of 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.”

Timeless Music Gains a New Audience

Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game brought older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Typically this had been seen as music that was past it, but then when it was featured on the title and teenagers discovered it, abruptly it was cool. This validated the genre, eliminating the outdated tag. It provided all our music a new life.”

At that time, the Answer’s first record remained not available in the US, meaning Guitar Hero served as a primary platform of discovery for the band as they went on US tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Spin-offs Enduring Impact

Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the group more money than any of their records. It moved well over half a million units in its first week, and demand for Aerosmith’s music rose of up to 40% at a time when the music business faced decline.

The series still motivates quick-handed dedication within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. This track is challenging even in the hardest setting, let alone performed at increased tempo and without missing a single one of the thousands of cues. They stated requiring months of practice of practice.

“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” says DragonForce guitarist the artist.

The band had already completed a successful tour when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I recall our distributors informing us that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”

Indeed, the band's visibility from Guitar Hero was so immense that it risked eclipsing everything else accomplishments. Last year, the track featured in promotional material for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has their own musical journey and I’m glad we played a role in fans' experiences”.

Enduring Legacy of a Iconic Controller

Top-tier marketing, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star on the stage. Since the beginning, the creators believed there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to participate”.

The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival in 2015.

Games like Clone Hero and newer releases have kept the scene alive, and there’s expectations of a new product from the founders on the way. A new studio has entered work on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of Guitar Hero?

“We thought such titles could be like Madden where you can releases,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”

The writer

Kenneth Murphy

A digital artist and educator passionate about blending traditional techniques with modern technology to inspire creativity.

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