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Guitar Hero Turns 20 – The Plastic Guitar That United the Gap Between Rock Fans

Marking 20 years since the legendary game first launched across the Atlantic, providing everyday gamers the tools to become rock legends. Not in reality, but try convincing anyone who's mastered the epic four-minute instrumental break in front of an enthusiastic living-room audience.

Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the display in time with the music. Every sequence corresponded to specific notes, creating the sensation of a genuine live show.

Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar franchise which made a remarkable impact for many of the artists included, showcasing classic bands to millions of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – even though the first two games primarily featured rerecorded tracks.

“We reproduced all the music since the cost prohibitive,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when the game became a hit, and record sales and radio play were going up, everyone wanted to be in.”

He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their kids 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 Never Too Late in the 2008 release the popular installment. Guitarist the artist remembers the way the game brought older hits back into vogue: “The game offered a larger, new demographic. Generally such music was seen as outdated material, but then once it got included in the game and teenagers were finding it, abruptly it became trendy. This validated the genre, eliminating the ‘dad rock’ tag. It gave all our music a new life.”

At that time, the band's first record was still unreleased in the US, meaning the game served as a primary platform for exposure for the band as they went on US tour opening for AC/DC. “Their crew were playing the song during travel, and some of them recognized us thanks to the game,” he notes.

Rock’s Heavyweight Titles Enduring Impact

Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue compared to their records. It moved well over 500,000 units in its first week, while demand for their songs saw an increase significantly during an era when the music business was already collapsing.

Guitar Hero still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is difficult even in the hardest setting, let alone played at increased tempo and without missing every one of the thousands of cues. They stated it took nine months of practice.

“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” notes musician Herman Li.

The band previously wrapped up a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I recall the record label calling to tell me that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed just before top acts at the event.”

In fact, the band's visibility from Guitar Hero proved so vast that it threatened to eclipsing everything else accomplishments. Last year, the track featured in a trailer for a major film. “Previously I thought differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.

The Lasting Impact from the Plastic Guitar

Top-tier marketing, be it for cars, clothes or games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. From day one, the creators felt that humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.

Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival in 2015.

Titles such as the fan project and newer releases have maintained the scene active, and there’s set to be something from the original publisher on the way. A new studio has entered work on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome another game following Guitar Hero?

“We thought those games could be like Madden where you can releases,” Dornbrook says. “There’s so much new music that it could be evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”

By

Henry Jacobs

A tech enthusiast and writer passionate about emerging technologies and their impact on society.

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