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Guitar Hero Turns 20 – The Plastic Guitar That Connected the Gap Between Music Generations

Marking two decades since the legendary game hit the market in North America, offering everyday gamers the means to become a rock star. Not literally, though you'd be hard-pressed telling that someone who's mastered the epic four-minute instrumental break in front of an enthusiastic living-room audience.

Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the display in time with the music. Every sequence mimicked particular chords, producing 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 during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise which made a significant impact on numerous musicians featured, introducing decades-old groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – even though the first two games mostly used cover versions.

“We rerecorded every song since the dollar figure prohibitive,” he explains. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was fairly certain it would fail. However, when the game became a hit, album purchases and radio play increased, everyone wanted to be in.”

He adds: “One of the amazing things was how many parents got in touch expressing gratitude for exposing their children to the music they adored. It became an intergenerational phenomenon.”

Timeless Music Gains a New Audience

Northern Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. 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 Generally such music was seen as outdated material, however when it was included in the game young people were finding it, abruptly it became trendy. This validated the genre, eliminating the ‘dad rock’ label. It provided our catalog a new life.”

In 2008, the band's first record was still not available stateside, so Guitar Hero was a key medium for exposure for the group as they went on a North American tour opening for AC/DC. “Their crew were playing the song during travel, and several recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles Enduring Impact

Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money compared to their studio albums. It moved well over 500,000 units in its first week, and demand for Aerosmith’s music rose significantly during an era as the industry was already collapsing.

Guitar Hero continues to inspire nimble-fingered dedication within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. The song is difficult even in expert mode, let alone played at double speed while hitting every one of the thousands of cues. They stated requiring nine months of practice.

“Guitar Hero offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.

The band had already wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”

Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing all other the band has done. Recently, the song featured in promotional material for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.

Enduring Impact of a Plastic Guitar

The best promotion, be it for automobiles, clothes or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural urge to make music, and they wanted to leverage innovation to allow people 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 turntable controller, and the band-focused game. After that, corporate focus on peripherals died down, except for a brief comeback several years later.

Games like the fan project and Fortnite Festival have kept the scene alive, and there’s expectations of a new product from the founders on the way. A new studio has entered work on its debut music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?

“Our team believed such titles might become similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist with new generations.”

BT
The writer

Bridget Taylor

A tech journalist with a passion for emerging gadgets and digital culture, sharing insights from the UK tech scene.

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