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Guitar Hero at 20 – The Plastic Guitar That Bridged Generations Between Music Fans

It has been 20 years after the legendary game first launched in North America, providing players everywhere the opportunity to become a rock star. Figuratively speaking, but try convincing anyone who has mastered Free Bird’s four-minute guitar solo in front of an enthusiastic living-room audience.

Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display in time with a song. Each riff mimicked particular chords, creating the sensation of a genuine performance.

The studio had already tried its hand in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely billion-dollar franchise which made a significant influence for many musicians featured, showcasing classic bands to millions of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.

“We reproduced all the music since the cost was so high,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero took off, and record sales airtime increased, all artists desired to participate.”

He continues: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for exposing their kids to the music they adored. It evolved into an intergenerational thing.”

Timeless Music Gains a New Audience

Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series brought classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Typically this had been considered outdated material, however once it got featured on the game young people discovered it, suddenly it became trendy. That legitimised it, and got rid of the outdated label. It gave our catalog a new life.”

At that time, the band's debut album was still unreleased stateside, meaning the game was a key medium of discovery for the group as they went on US tour opening for the rock giants. “The roadies had on the song on the tour bus, and some of them recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles and Lasting Influence

Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized game editions centered around their music collections and related stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, 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, and sales of Aerosmith’s music rose significantly during an era when the music business was already collapsing.

The series still motivates quick-handed fanaticism within the community. Recently, a streamer completed an impressive attempt featuring the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with almost identical mechanics and extensive personalization features. This track is challenging enough on the hardest setting, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months of practice.

“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.

The band previously wrapped up a successful tour before Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I remember our distributors informing us that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to overshadow all other the band has done. Last year, the track featured in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.

Enduring Legacy of a Iconic Controller

The best marketing, be it for cars, apparel or games, goes further mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the creators believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.

The majority installments came out in just a half-decade between 2005 and 2010, featuring spin-offs like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, except for a short-lived revival several years later.

Games such as the fan project and newer releases have maintained the scene alive, with expectations of a new product from the founders in development. A new studio has begun production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?

“We thought those games might become similar to sports games allowing annual update every year,” he remarks. “With abundant new music that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”

AB
About the author

Adam Bell

A seasoned music journalist and audio engineer with over a decade of experience covering the UK music scene and testing high-end audio equipment.

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