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The Iconic Game Celebrates 20 Years – The Plastic Guitar That Connected the Gap Among Music Generations

It has been two decades since Guitar Hero first launched across the Atlantic, offering everyday gamers the tools to feel like rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who's mastered the epic lengthy guitar solo in front of a packed living-room audience.

Created by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Each riff mimicked particular chords, producing the feel of an authentic live show.

Harmonix previously experimented in the music genre before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they laid the foundations for an unlikely massively profitable franchise that had a remarkable impact for many musicians included, introducing decades-old bands to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial budgetary hurdles in securing the recordings – despite the fact initial releases mostly used rerecorded tracks.

“We rerecorded all the music since the cost prohibitive,” he explains. “Even with the publishing rights alone, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, everyone wanted to be in.”

He adds: “One of the amazing things was how many parents reached out expressing gratitude for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Gains a New Audience

Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series revived older hits to the forefront: “Guitar Hero provided a bigger, new demographic. Typically such music was seen as outdated material, but then when it was included in the title young people discovered it, suddenly it was cool. This validated it, and got rid of the outdated label. It provided all our music a new life.”

In 2008, the band's first record was still not available in the US, meaning Guitar Hero served as a primary platform for exposure for the group during their US tour supporting the rock giants. “Their crew were playing the song on the tour bus, and several knew us thanks to the game,” he notes.

Major Band Titles and Lasting Impact

Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group more money compared to their studio albums. It moved well over half a million units in its first week, and demand for Aerosmith’s music saw an increase of up to 40% at a time as the industry faced decline.

Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive personalization features. This track is difficult enough on the hardest setting, not to mention performed at double speed while hitting every one of its near 4,000 notes. They claimed requiring nine months of practice.

“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” says DragonForce guitarist Herman Li.

DragonForce previously completed a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it made them a household name. “I recall our distributors informing us that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”

Indeed, the band's visibility from Guitar Hero was so immense that it has threatened to eclipsing all other the band has done. Last year, the track featured in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “If you only hear a single track, that's fine – each person has a unique path in music and I’m glad we played a role of people’s lives”.

Enduring Impact from the Plastic Guitar

The best marketing, whether it’s for cars, clothes or games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the creators felt that humans have a natural urge to create songs, and their goal was to use technology to enable everyone to do it”.

Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival several years later.

Titles such as Clone Hero and newer releases have kept the community active, and there’s expectations of a new product from the original publisher on the way. A new studio has entered work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game following the classic?

“We thought those games might become similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to persist for future fans.”

KM
About the author

Kristin Miller

A seasoned casino blogger with a passion for space-themed games, offering unique strategies and reviews from years of online gaming experience.

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