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Guitar Hero Celebrates 20 Years – How a Plastic Axe United the Gap Between Music Generations

It has been 20 years since the legendary game hit the market in North America, providing everyday gamers the opportunity to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who's mastered Free Bird’s lengthy instrumental break in front of a packed crowd of friends.

Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the screen in time with the music. Each riff mimicked specific notes, creating the feel of a genuine performance.

The studio had already tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable franchise which made a significant impact on numerous of the artists included, showcasing decades-old bands to a new generation of younger players.

A former executive, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – despite the fact initial releases primarily featured rerecorded tracks.

“We rerecorded every song since the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it proved extremely difficult. We failed to secure acts such as the Who – 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 adds: “Among the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the music they adored. It evolved into a multigenerational thing.”

Classic Rock Finds Younger Fans

Irish group the Answer included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “The game offered a larger, new demographic. Typically such music was considered outdated material, however once it got featured on the game young people were finding it, abruptly it was cool. That legitimised the genre, and got rid of the outdated label. It gave all our music a new life.”

At that time, the band's debut album was still unreleased stateside, meaning the game served as a primary platform of discovery for the group during their a North American tour opening for AC/DC. “Their crew had on the song during travel, and several knew us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Impact

Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and related lore, visuals and legendary status. In the case of, the Aerosmith edition, it was said earned the group greater revenue compared to their records. It sold more than half a million copies in its first week, while demand for Aerosmith’s music rose significantly during an era as the industry faced decline.

The series still motivates nimble-fingered dedication among its fans. Recently, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is difficult even in the hardest setting, let alone played at double speed while hitting a single one of its near 4,000 notes. They claimed it took months of practice to accomplish.

“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use actual weapons and go to war,” says musician Herman Li.

DragonForce previously wrapped up a successful tour before their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”

Indeed, the band's visibility via the game was so immense that it threatened to overshadow everything else accomplishments. Recently, the track featured in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part of people’s lives”.

Enduring Legacy from the Iconic Controller

Top-tier marketing, be it for cars, clothes or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.

The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, including derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.

Games like the fan project and newer releases have kept the scene active, with set to be a new product from the founders on the way. A new studio has begun work on their first rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?

“Our team believed such titles might become like Madden where you can update every year,” Dornbrook says. “There’s so much new music that it could be perennially popular, thus I remain optimistic. There’s no reason for it to persist with new generations.”

Written by

Melissa Pope

A digital strategist with over 8 years of experience in content marketing and SEO optimization.

FreshVoice

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