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Guitar Hero Turns 20 – How a Plastic Axe Connected the Gap Among Music Fans

Marking two decades since the legendary game hit the market in North America, offering everyday gamers the tools to become rock legends. Not in reality, though you'd be hard-pressed convincing anyone who has nailed the epic lengthy instrumental break before a packed living-room audience.

Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the display in time with the music. Each riff mimicked particular chords, creating the feel of an authentic performance.

Harmonix previously tried its hand in the music genre before partnering with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for an unlikely billion-dollar franchise which made a remarkable influence for many musicians included, introducing classic groups to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.

“We rerecorded all the music since the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game became a hit, album purchases airtime increased, everyone wanted to participate.”

He continues: “One of the remarkable aspects was how many parents got in touch and thanked us for exposing their kids to the music they adored. It became a multigenerational thing.”

Timeless Music Gains Younger Fans

Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Generally this had been considered music that was past it, however once it got included in the title and teenagers discovered it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated tag. It gave our catalog a new life.”

At that time, the band's debut album remained unreleased stateside, meaning the game was a key medium for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies were playing the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Influence

Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions that focused on each band’s catalogue and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their studio albums. It sold well over half a million copies upon release, while sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry was already collapsing.

The series still motivates nimble-fingered dedication within the community. Recently, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is challenging even in the hardest setting, not to mention played at double speed while hitting every one of the thousands of cues. They claimed requiring months of practice of practice.

“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” notes musician the artist.

The band had already wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label calling to tell me that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing everything else the band has done. Last year, the song featured in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.

Enduring Legacy from the Iconic Controller

Top-tier promotion, whether it’s for cars, apparel or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural urge to make music, and their goal was to leverage innovation to allow people to do it”.

Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.

Titles like Clone Hero and Fortnite Festival have maintained the scene alive, with set to be something from the original publisher in development. A new studio has begun production on its debut music game. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?

“Our team believed such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”

TH
By

Timothy Hunt

Elara Vance is a seasoned betting analyst with over a decade of experience in sports wagering and casino gaming, specializing in UK markets.

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