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Guitar Hero Turns 20 – How a Plastic Axe Connected Generations Among Rock Generations

Marking 20 years after the legendary game hit the market across the Atlantic, giving players everywhere the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's mastered the epic lengthy instrumental break before a packed crowd of friends.

Developed by Harmonix, the game gave players a plastic guitar peripheral to follow on-screen cues scrolling down the display in time with the music. Every sequence corresponded to particular chords, creating the sensation of a genuine performance.

Harmonix previously tried its hand in the music genre before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable series that had a remarkable impact for many of the artists featured, showcasing classic bands to a new generation of younger players.

A former executive, former COO of Harmonix, remembers the initial financial challenges of licensing the recordings – even though the first two games primarily featured cover versions.

“We reproduced all the music since the cost was so high,” he says. “Despite having the publishing rights by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to participate.”

He continues: “One of the amazing things was the number of parents got in touch and thanked us for exposing their children to the music they adored. It became an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Irish blues-rock band one featured act included their track in the 2008 release the popular installment. Guitarist the artist recalls how the series brought older hits back into vogue: “The game offered a larger, new demographic. Typically such music was seen as outdated material, however when it was included in the game and teenagers were finding it, abruptly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It gave our catalog renewed popularity.”

In 2008, the band's debut album remained unreleased stateside, meaning Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.

Major Band Titles and Lasting Impact

Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and related lore, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the band more money compared to their records. It sold well over half a million units upon release, and demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.

The series still motivates quick-handed fanaticism among its fans. Earlier this year, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is difficult enough on the hardest setting, not to mention performed at double speed while hitting every one of the thousands of cues. The streamer claimed it took months of practice of practice.

“Guitar Hero 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 previously wrapped up a successful tour when their hit was featured on Guitar Hero III, but Li says it made them a household name. “I remember our distributors calling to tell me that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed just before the headliners at the event.”

Indeed, the band's visibility from Guitar Hero was so immense that it threatened to eclipsing all other the band has done. Recently, the song was used in promotional material for a major film. “Previously I thought differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we’ve been part in fans' experiences”.

The Lasting Impact of a Plastic Guitar

Top-tier promotion, whether it’s for automobiles, clothes or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the co-founders believed there’s an instinctive urge to create songs, and they wanted to leverage innovation to allow people to participate”.

The majority of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments died down, except for a brief comeback several years later.

Games like the fan project and newer releases have kept the community alive, and there’s expectations of a new product from the original publisher in development. A new studio has entered production on its debut music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry following the classic?

“We thought those games could be like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”

CW
The writer

Casey Williams

A seasoned gaming journalist with over a decade of experience in reviewing online casinos and analyzing slot mechanics.

GridEx Spins UK

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