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The Iconic Game Turns 20 – The Plastic Guitar That Bridged the Gap Between Music Fans

It has been 20 years after Guitar Hero first launched in North America, providing players everywhere the opportunity to become a rock star. Not literally, but try telling that someone who's mastered the epic four-minute instrumental break before a packed crowd of friends.

Created by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes moving along the display synchronized to the music. Each riff mimicked particular chords, creating the feel of a genuine live show.

The studio had already tried its hand in the music genre before partnering with RedOctane, later acquired by Activision in 2006. Together, they established the groundwork for an unlikely billion-dollar series which made a remarkable impact for many of the artists featured, introducing classic bands to millions of gaming enthusiasts.

A former executive, former COO of Harmonix, remembers the early financial challenges of licensing the songs – even though the first two games mostly used rerecorded tracks.

“We reproduced all the music because the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, album purchases airtime were going up, all artists desired to be in.”

He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for introducing their kids to the music they loved. It became a multigenerational thing.”

Classic Rock Finds a New Audience

Northern Irish group the Answer included their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series brought classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Generally this had been considered music that was past it, however when it was featured on the game young people were finding it, abruptly it was cool. That legitimised it, eliminating the outdated label. It gave our catalog renewed popularity.”

At that time, the Answer’s debut album remained unreleased stateside, meaning Guitar Hero was a key medium of discovery for the group during their a North American tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and several knew us from Guitar Hero,” Mahon says.

Major Band Spin-offs Enduring Influence

Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the group more money than any of their studio albums. It sold more than half a million units upon release, and demand for Aerosmith’s music saw an increase of up to 40% during an era as the industry was already collapsing.

Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. This track is difficult even in the hardest setting, let alone played at double speed while hitting every one of the thousands of cues. They stated requiring months of practice to accomplish.

“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you ought to use a real gun and go to war,” says DragonForce guitarist Herman Li.

The band had already completed a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to overshadow all other the band has done. Recently, the track was used in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.

Enduring Legacy from the Iconic Controller

Top-tier marketing, whether it’s for automobiles, clothes or video games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the co-founders felt that humans have a natural human desire to make music, and their goal was to use technology to enable everyone to participate”.

Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback in 2015.

Games such as the fan project and Fortnite Festival have maintained the community active, and there’s set to be a new product from the original publisher in development. A new studio has begun work on their first music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?

“We thought those games might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain optimistic. It's entirely possible for it to continue with new generations.”

By

Melissa Hunt

Elara Vance is a UK-based lifestyle journalist with over a decade of experience covering fashion, culture, and trends across the British Isles.

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