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

Marking 20 years after the legendary game first launched across the Atlantic, giving players everywhere the means to feel like a rock star. Not in reality, though you'd be hard-pressed convincing someone who has nailed the epic four-minute guitar solo before an enthusiastic living-room audience.

Created by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to the music. Each riff mimicked specific notes, producing the sensation of an authentic live show.

Harmonix previously tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising massively profitable series that had a remarkable influence for many musicians included, showcasing decades-old groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial budgetary hurdles in securing the songs – even though initial releases primarily featured cover versions.

“We reproduced every song because the cost prohibitive,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game took off, and record sales airtime were going up, all artists desired to be in.”

He adds: “One of the amazing things was how many parents got in touch and thanked us for introducing their children to the music they loved. It evolved into an intergenerational thing.”

Classic Rock Finds Younger Fans

Northern Irish group the Answer had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series brought classic rock to the forefront: “The game offered a bigger, younger audience. Typically this had been seen as outdated material, however when it was included in the title and teenagers were finding it, suddenly it was cool. That legitimised the genre, and got rid of the outdated tag. It gave all our music a new life.”

In 2008, the Answer’s first record was still unreleased stateside, so Guitar Hero was a key medium of discovery for the group during their US tour opening for the rock giants. “Their crew were playing the song during travel, and several knew us thanks to the game,” he notes.

Rock’s Heavyweight Titles and Lasting Influence

Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around their music collections and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue than any of their studio albums. It sold well over half a million units upon release, while demand for their songs rose significantly at a time when the music business faced decline.

The series still motivates quick-handed dedication among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. This track is difficult even in the hardest setting, let alone performed at double speed while hitting a single one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.

“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use a real gun and enlist,” notes musician Herman Li.

DragonForce previously completed a profitable run before their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall the record label informing us that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing everything else accomplishments. Last year, the track featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, that's fine – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.

The Lasting Impact from the Plastic Guitar

The best promotion, be it for cars, clothes or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and they wanted to use technology to allow people to participate”.

The majority installments came out in just a half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, except for a short-lived revival several years later.

Games like the fan project and newer releases have maintained the scene alive, with set to be something from the founders on the way. A new studio has begun production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?

“Our team believed such titles could be similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue with new generations.”

About the author

Teresa Farley

Felix is a sports analyst with over a decade of experience in betting markets, specializing in statistical modeling and risk assessment.

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