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Guitar Hero at 20 – How a Plastic Axe United the Gap Among Music Fans

Marking 20 years since Guitar Hero hit the market in North America, giving players everywhere the opportunity to feel like rock legends. Not literally, but try telling that anyone who has mastered the epic lengthy guitar solo before a packed living-room audience.

Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the display in time with a song. Each riff corresponded to particular chords, creating the feel of an authentic live show.

Harmonix previously experimented with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable franchise which made a remarkable impact for many of the artists featured, introducing classic groups to millions of gaming enthusiasts.

Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges in securing the recordings – despite the fact initial releases primarily featured cover versions.

“We reproduced every song because the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero took off, and record sales and radio play increased, everyone wanted to participate.”

He adds: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their children to the music they loved. It evolved into a multigenerational thing.”

Classic Rock Finds Younger Fans

Northern Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock to the forefront: “The game provided a bigger, new demographic. Generally this had been seen as music that was past it, but then when it was featured on the game and teenagers discovered it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”

In 2008, the band's first record was still not available in the US, so the game was a key medium for exposure for the band as they went on a North American tour opening for AC/DC. “The roadies were playing the song during travel, and several recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Impact

Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their studio albums. It moved well over 500,000 units in its first week, while sales of Aerosmith’s music rose of up to 40% at a time when the music business faced decline.

The series still motivates quick-handed dedication among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. This track is difficult even in the hardest setting, let alone played at double speed and without missing every one of its near 4,000 notes. The streamer stated requiring months of practice of practice.

“The game is a fun, imaginary experience. If you play other games, it doesn't imply you should pick up a real gun and go to war,” says DragonForce guitarist the artist.

DragonForce previously wrapped up a profitable run when their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors informing us that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”

Indeed, the band's visibility from Guitar Hero was so immense that it threatened to overshadow all other accomplishments. Last year, the song was used in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only hear a single track, that's fine – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.

The Lasting Legacy from the Iconic Controller

Top-tier marketing, be it for automobiles, apparel or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders believed humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to do it”.

Most installments were released in just a half-decade from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.

Games such as Clone Hero and Fortnite Festival have kept the community active, with expectations of something from the original publisher in development. Recently formed developers 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 in the spirit of Guitar Hero?

“We thought such titles could be like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible for it to continue for future fans.”

The writer

Regina Evans

A software engineer and tech writer passionate about AI ethics and open-source projects, with over a decade of industry experience.

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