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The Iconic Game Turns 20 – The Plastic Guitar That Connected Generations Among Music Generations

Marking 20 years after Guitar Hero first launched in North America, giving players everywhere the means to become a rock star. Not in reality, but try telling that someone who has nailed Free Bird’s four-minute guitar solo in front of a packed crowd of friends.

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

Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they laid the groundwork for an unlikely massively profitable series which made a remarkable impact for many of the artists included, introducing decades-old bands to millions of gaming enthusiasts.

A former executive, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the songs – even though the first two games primarily featured cover versions.

“We rerecorded all the music since the cost prohibitive,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. However, when Guitar Hero became a hit, album purchases airtime increased, everyone wanted to be in.”

He continues: “Among the remarkable aspects was the number of parents reached out and thanked us for introducing their kids to the music they loved. It became a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived older hits to the forefront: “The game offered a bigger, new demographic. Generally such music was considered outdated material, however once it got featured on the title young people were finding it, suddenly it was cool. This validated it, eliminating the outdated label. It provided all our music a new life.”

In 2008, the Answer’s first record was still unreleased stateside, meaning the game served as a primary platform of discovery for the group during their US tour opening for the rock giants. “The roadies were playing Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.

Major Band Titles and Lasting Influence

Rock’s heavyweight names soon 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 lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It sold well over 500,000 units in its first week, and demand for their songs rose of up to 40% during an era when the music business was already collapsing.

The series still motivates quick-handed dedication among its fans. Earlier this year, an online personality achieved an impressive attempt featuring the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. This track is difficult even in expert mode, let alone performed at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated requiring months of practice to accomplish.

“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to use a real gun and go to war,” notes musician Herman Li.

DragonForce previously wrapped up a profitable run before Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I remember our distributors calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow all other the band has done. Last year, the track featured in a trailer for a major film. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, that's fine – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.

Enduring Legacy from the Iconic Controller

The best promotion, whether it’s for cars, clothes or games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon in the spotlight. From day one, the creators felt that humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to participate”.

The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a brief comeback several years later.

Games such as the fan project and Fortnite Festival have maintained the community active, and there’s expectations of something from the founders on the way. A new studio has begun work on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?

“We thought such titles might become like Madden where you can releases,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”

Written by

Julie Murphy

A passionate football journalist with over a decade of experience covering Serie A and local Verona teams.

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