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Guitar Hero Turns 20 – The Plastic Guitar That United the Gap Between Music Fans

Marking two decades since the legendary game first launched in North America, offering players everywhere the means to feel like rock legends. Not literally, though you'd be hard-pressed telling that someone who has mastered Free Bird’s 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 moving along the display synchronized to the music. Each riff mimicked specific notes, creating the feel of a genuine performance.

The studio previously experimented with rhythm games before partnering with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising massively profitable franchise that had a remarkable influence for many of the artists featured, showcasing classic bands to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.

“We rerecorded all the music since the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as the Who – RedOctane 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 be in.”

He adds: “One of the amazing things was how many parents got in touch and thanked us for introducing their kids to the music they adored. It became a multigenerational phenomenon.”

Classic Rock Finds Younger Fans

Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game revived classic rock to the forefront: “The game provided a bigger, new demographic. Typically this had been considered outdated material, however once it got featured on the game and teenagers discovered it, abruptly it became trendy. This validated it, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”

In 2008, the Answer’s first record was still unreleased stateside, so the game was a key medium for exposure for the group as they went on US tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Rock’s biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on their music collections and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group greater revenue compared to their studio albums. It moved more than half a million units in its first week, and demand for their songs saw an increase of up to 40% during an era when the music business was already collapsing.

Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive personalization features. This track is challenging even in the hardest setting, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer stated it took nine months to accomplish.

“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you ought to pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.

The band previously completed a successful tour before their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label informing us that we were selling albums like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”

Indeed, the band's visibility via the game was so immense that it has risked eclipsing all other accomplishments. Recently, the song featured in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we played a role of people’s lives”.

Enduring Legacy from the Iconic Controller

The best marketing, be it for cars, apparel or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. From day one, the creators felt that humans have a natural urge to create songs, and they wanted to use technology to enable everyone to do it”.

The majority installments came out in just a half-decade from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival in 2015.

Titles like the fan project and Fortnite Festival have maintained the scene active, with expectations of a new product from the original publisher on the way. Recently formed developers has entered production on their first music game. The initial creators are participating in advisory roles. Is the world ready to embrace a new entry following the classic?

“Our team believed those games might become like Madden allowing annual releases,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason for it to continue for future fans.”

SG
About the author

Scott Garcia

A certified strength coach with over 15 years of experience in athletic performance enhancement and injury prevention.

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