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

It has been 20 years after the legendary game hit the market across the Atlantic, giving everyday gamers the opportunity to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's mastered Free Bird’s four-minute guitar solo before an enthusiastic living-room audience.

Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen in time with the music. Every sequence mimicked specific notes, producing the feel of a genuine performance.

Harmonix had already experimented with rhythm games before partnering with the publisher, which was purchased by the gaming giant in 2006. Together, they established the foundations for a surprising billion-dollar franchise that had a remarkable impact for many musicians included, showcasing classic bands to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the songs – despite the fact the first two games primarily featured cover versions.

“We rerecorded every song because the dollar figure was so high,” he explains. “Even with the publishing rights alone, it was nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game took off, and record sales airtime increased, everyone wanted to be in.”

He continues: “Among the amazing things was the number of mothers and fathers reached out and thanked us for introducing their kids to the songs they loved. It became an intergenerational thing.”

Timeless Music Finds a New Audience

Irish blues-rock band one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series brought older hits to the forefront: “The game provided a bigger, new demographic. Typically this had been seen as outdated material, but then once it got featured on the title and teenagers discovered it, abruptly it was cool. This validated the genre, and got rid of the outdated label. It provided all our music a new life.”

At that time, the Answer’s first record remained not available stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on US tour supporting the rock giants. “The roadies had on the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles Enduring Influence

Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said earned the group more money compared to their records. It moved more than 500,000 copies in its first week, and demand for their songs rose of up to 40% during an era as the industry was already collapsing.

The series still motivates quick-handed fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. The song is challenging even in the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.

“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to pick up a real gun and enlist,” says musician Herman Li.

DragonForce previously wrapped up a profitable run when their hit was featured in the third game, but Li says it made them a household name. “I recall the record label informing us that our selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing everything else accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just hear a single track, that's fine – each person has a unique musical journey and I’m glad we played a role of people’s lives”.

Enduring Impact of a Iconic Controller

The best promotion, whether it’s for cars, clothes or video games, goes further mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a music icon on the stage. Since the beginning, the creators believed humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to do it”.

Most installments came out in just a five-year period between 2005 and 2010, including derivative titles such as the DJ version, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.

Titles such as Clone Hero and newer releases have maintained the scene alive, with set to be something from the founders on the way. A new studio has entered work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game following Guitar Hero?

“Our team believed such titles could be like Madden allowing annual update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”

JG
The writer

James Garcia

Maya Sterling is a film critic with over a decade of experience, passionate about uncovering hidden gems in cinema.

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