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Guitar Hero Turns 20 – How a Plastic Axe Bridged the Gap Between Music Fans

It has been two decades since Guitar Hero first launched across the Atlantic, providing everyday gamers the opportunity to feel like a rock star. Not literally, though you'd be hard-pressed telling that someone who's mastered Free Bird’s four-minute guitar solo before a packed living-room audience.

Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to a song. Each riff corresponded to specific notes, creating the sensation of an authentic performance.

The studio previously experimented with rhythm games before partnering with the publisher, which was acquired by Activision in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise which made a remarkable influence for many musicians featured, introducing classic bands to millions of younger players.

A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – despite the fact initial releases mostly used cover versions.

“We reproduced all the music because the cost was so high,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and we were pretty convinced the project would flop. However, when the game became a hit, album purchases airtime were going up, everyone wanted to participate.”

He continues: “Among the remarkable aspects was how many parents reached out expressing gratitude for introducing their kids to the music they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Guitarist the artist remembers the way the game revived older hits back into vogue: “Guitar Hero provided a larger, new demographic. Generally such music was seen as outdated material, but then when it was included in the game young people discovered it, suddenly it became trendy. That legitimised the genre, eliminating the outdated tag. It gave all our music a new life.”

At that time, the band's first record remained unreleased in the US, so the game served as a primary platform for exposure for the group as they went on a North American tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” Mahon says.

Major Band Titles and Lasting Influence

Music's heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated stories, visuals and legendary status. For example, the Aerosmith edition, it was said earned the group greater revenue than any of their records. It moved well over 500,000 copies in its first week, while demand for their songs saw an increase of up to 40% during an era as the industry was already collapsing.

Guitar Hero continues to inspire quick-handed fanaticism among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with similar gameplay and extensive customisation options. This track is difficult enough on the hardest setting, not to mention performed at increased tempo while hitting a single one of the thousands of cues. The streamer stated requiring months of practice to accomplish.

“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you should use actual weapons and enlist,” says musician the artist.

DragonForce previously wrapped up a profitable run before Through the Fire and Flames appeared in the third game, but Li says it turned them into widely recognized. “I remember our distributors calling to tell me that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure via the game was so immense that it risked eclipsing everything else the band has done. Last year, the track featured in promotional material for a major film. “In the past I felt differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has a unique musical journey and I’m glad we played a role of people’s lives”.

The Lasting Legacy from the Plastic Guitar

Top-tier promotion, be it for automobiles, clothes or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “That thrill of being a rock star 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 allow people to do it”.

Most installments came out in just a five-year period between 2005 and 2010, featuring spin-offs like the DJ version, including a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, aside from a short-lived revival several years later.

Titles like Clone Hero and newer releases have kept the scene alive, with expectations of a new product from the original publisher on the way. A new studio has begun production on its debut music game. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry following the classic?

“We thought such titles could be like Madden where you can releases,” he remarks. “With abundant new music it could remain perennially popular, thus I remain hopeful. There’s no reason for it to persist for future fans.”

By

Heather Taylor

Astrophysicist and science communicator passionate about making cosmic discoveries accessible to all audiences.

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