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Guitar Hero Celebrates 20 Years – The Plastic Guitar That Bridged the Gap Between Music Generations

Marking two decades after Guitar Hero hit the market in North America, giving players everywhere the tools to feel like rock legends. Not in reality, but try telling that anyone who's nailed Free Bird’s lengthy instrumental break in front of an enthusiastic crowd of friends.

Developed by Harmonix, the game gave players a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to the music. Each riff mimicked specific notes, creating the feel of an authentic performance.

The studio previously tried its hand in the music genre before partnering with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise which made a remarkable impact on numerous of the artists featured, introducing classic groups to a new generation of younger players.

Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.

“We reproduced all the music because the dollar figure was so high,” he says. “Even with the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to be in.”

He continues: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for exposing their kids to the music they adored. It became a multigenerational thing.”

Classic Rock Gains a New Audience

Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game revived older hits back into vogue: “Guitar Hero provided a larger, younger audience. Generally such music was seen as music that was past it, however when it was included in the title and teenagers discovered it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”

In 2008, the band's first record remained not available stateside, so Guitar Hero was a key medium of discovery for the band during their a North American tour supporting the rock giants. “Their crew were playing the song during travel, and some of them knew us thanks to the game,” Mahon says.

Major Band Titles and Lasting Influence

Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their studio albums. It sold well over 500,000 units upon release, and sales of Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.

The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. The song is difficult enough on the hardest setting, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed it took nine months of practice.

“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and go to war,” says DragonForce guitarist the artist.

DragonForce previously completed a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I remember our distributors informing us that our selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it threatened to overshadow all other the band has done. Last year, the song featured in promotional material for a major film. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.

Enduring Impact from the Plastic Guitar

The best promotion, whether it’s for automobiles, apparel or games, goes further than selling something – it inspires a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge 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, featuring spin-offs like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a brief comeback several years later.

Games like the fan project and Fortnite Festival have kept the community active, and there’s expectations of something from the original publisher in development. A new studio has entered production on its debut music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?

“Our team believed those games might become similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue for future fans.”

By

Juan Ryan

A seasoned gaming analyst with over a decade of experience in online casinos and slot machine mechanics.

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