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

It has been two decades after Guitar Hero first launched in North America, providing players everywhere the opportunity to become a rock star. Figuratively speaking, but try telling that anyone who's mastered the epic lengthy guitar solo in front of a packed living-room audience.

Created by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to a song. Each riff corresponded to specific notes, creating the sensation of a genuine performance.

Harmonix previously experimented in the music genre before partnering with the publisher, which was purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar series that had a significant influence on numerous musicians featured, introducing decades-old groups to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the songs – despite the fact the first two games primarily featured rerecorded tracks.

“We reproduced every song since the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. However, when Guitar Hero took off, and record sales and radio play increased, everyone wanted to participate.”

He continues: “One of the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their children to the songs they adored. It became a multigenerational thing.”

Timeless Music Finds Younger Fans

Northern Irish group one featured act included their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers the way the game brought classic rock back into vogue: “Guitar Hero provided a larger, new demographic. Generally such music was considered music that was past it, but then when it was featured on the title young people discovered it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”

In 2008, the Answer’s debut album remained unreleased stateside, meaning Guitar Hero was a key medium of discovery for the band as they went on US tour supporting AC/DC. “The roadies had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Major Band Titles Enduring Influence

Rock’s heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the band greater revenue than any of their studio albums. It sold more than half a million units in its first week, while sales of their songs rose significantly at a time when the music business was already collapsing.

The series still motivates quick-handed fanaticism among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive personalization features. The song is challenging enough on the hardest setting, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer stated requiring nine months to accomplish.

“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist the artist.

DragonForce had already completed a profitable run when their hit was featured in the third game, yet he explains it turned them into a household name. “I recall the record label calling to tell me that our selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing just before the headliners at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it threatened to overshadow all other accomplishments. Last year, the track featured in promotional material for a major film. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.

The Lasting Impact from the Iconic Controller

The best promotion, whether it’s for automobiles, clothes or games, goes further mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a music icon on the stage. From day one, the creators believed there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to participate”.

The majority installments were released in just a five-year period between 2005 and 2010, including spin-offs like the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.

Games such as the fan project and newer releases have kept the community alive, with expectations of a new product from the original publisher on the way. A new studio has entered production on their first music game. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?

“We thought such titles could be similar to sports games where you can update every year,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain hopeful. It's entirely possible for it to persist for future fans.”

Written by

William Johnson

A passionate home cook and nutrition enthusiast sharing practical kitchen advice.

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