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

Marking 20 years after the legendary game first launched across the Atlantic, offering everyday gamers the opportunity to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s lengthy instrumental break in front of a packed crowd of friends.

Created by the developers, the game provided users with a guitar-shaped controller to match coloured notes moving along the screen in time with the music. Each riff corresponded to particular chords, producing the sensation of an authentic live show.

The studio had already experimented in the music genre prior to teaming up with RedOctane, which was acquired by Activision in 2006. Together, they laid the groundwork for an unlikely massively profitable franchise that had a remarkable impact on numerous of the artists featured, introducing decades-old groups to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.

“We reproduced all the music since the cost was so high,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were fairly certain the project would flop. But once the game became a hit, album purchases and radio play increased, all artists desired to participate.”

He adds: “One of the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their kids to the music they loved. It evolved into a multigenerational thing.”

Timeless Music Finds a New Audience

Irish blues-rock band the Answer had their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought older hits to the forefront: “The game offered a bigger, younger audience. Generally such music was considered music that was past it, but then once it got featured on the title young people were finding it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”

At that time, the band's first record remained not available in the US, meaning Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour opening for the rock giants. “Their crew had on Never Too Late during travel, and several knew us thanks to the game,” he notes.

Major Band Titles and Lasting Impact

Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and related lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their records. It moved well over 500,000 units upon release, while sales of their songs saw an increase significantly at a time as the industry was already collapsing.

The series still motivates quick-handed fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with similar gameplay but an array of personalization features. This track is challenging even in expert mode, not to mention performed at increased tempo while hitting a single one of the thousands of cues. The streamer claimed requiring nine months of practice.

“The game is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to use a real gun and enlist,” notes DragonForce guitarist the artist.

DragonForce had already wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors calling to tell me that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”

Indeed, the band's visibility from Guitar Hero was so immense that it has threatened to overshadow all other the band has done. Last year, the track was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – each person has a unique path in music and I'm pleased we’ve been part of people’s lives”.

Enduring Impact from the Iconic Controller

Top-tier promotion, be it for automobiles, clothes or games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the creators felt that humans have a natural urge to create songs, and they wanted to leverage innovation to enable everyone to participate”.

Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, including derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a brief comeback several years later.

Games such as the fan project and Fortnite Festival have kept the community alive, with expectations of something from the original publisher on the way. A new studio has begun work on its debut music game. Original co-founders are participating as special advisers. Are gamers ready to embrace a new entry following the classic?

“Our team believed such titles might become similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”

SO
Written by

Sherry Olson

An astrophysicist and science communicator with over a decade of experience in space research and public outreach.

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