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Guitar Hero Turns 20 – The Plastic Guitar That Connected Generations Among Music Fans

Marking 20 years after Guitar Hero debuted in North America, giving everyday gamers the tools to feel like rock legends. Figuratively speaking, but try telling that anyone who's mastered the epic lengthy instrumental break before an enthusiastic living-room audience.

Created by Harmonix, the game gave players a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to a song. Every sequence corresponded to particular chords, creating the sensation of an authentic performance.

Harmonix had already experimented in the music genre prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely billion-dollar series which made a remarkable impact for many of the artists included, showcasing decades-old groups to millions of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact initial releases primarily featured cover versions.

“We reproduced all the music since the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like the Who – the publisher had virtually no money, and we were pretty convinced it would fail. But once Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to be in.”

He adds: “Among the amazing things was the number of parents reached out and thanked us for exposing their children to the music they adored. It became an intergenerational phenomenon.”

Timeless Music Gains Younger Fans

Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived older hits back into vogue: “Guitar Hero offered a larger, younger audience. Generally this had been seen as outdated material, however once it got featured on the game young people were finding it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided our catalog a new life.”

At that time, the Answer’s debut album remained unreleased stateside, meaning the game served as a primary platform for exposure for the band as they went on a North American tour supporting the rock giants. “Their crew were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles Enduring Influence

Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions centered around their music collections and associated lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band greater revenue compared to their records. It moved more than 500,000 copies in its first week, while sales of Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.

The series still motivates quick-handed fanaticism among its fans. Recently, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. The song is challenging enough on the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They claimed 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 use actual weapons and go to war,” says musician the artist.

DragonForce previously completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label calling to tell me that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game proved so vast that it risked eclipsing everything else accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.

The Lasting Legacy of a Iconic Controller

The best promotion, be it for automobiles, apparel or video games, extends beyond than selling something – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders felt that humans have a natural urge to create songs, and they wanted to leverage innovation to allow people to do it”.

The majority installments came out over a mere five-year period between 2005 and 2010, including spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.

Titles like the fan project and newer releases have maintained the scene alive, and there’s set to be a new product from the original publisher on the way. A new studio has entered production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?

“Our team believed those games might become similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”

By

Tracy Chavez

A UK-based writer passionate about exploring British culture and sharing lifestyle tips from personal experiences across the country.

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