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Guitar Hero Celebrates 20 Years – The Plastic Guitar That Connected Generations Among Music Generations

It has been 20 years after the legendary game first launched in North America, giving players everywhere the opportunity to become rock legends. Not in reality, but try convincing someone who's mastered the epic four-minute guitar solo in front of an enthusiastic crowd of friends.

Developed by the developers, the game gave players a guitar-shaped controller to follow coloured notes moving along the display synchronized to the music. Each riff mimicked specific notes, creating the sensation of a genuine performance.

Harmonix had already experimented in the music genre prior to teaming up with the publisher, which was acquired by Activision in 2006. Together, they established the foundations for a surprising massively profitable franchise which made a significant influence on numerous of the artists included, introducing decades-old bands to millions of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the recordings – even though the first two games primarily featured rerecorded tracks.

“We rerecorded all the music because the cost prohibitive,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once Guitar Hero took off, and record sales airtime increased, everyone wanted to participate.”

He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the music they loved. It evolved into a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series brought classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Typically such music was considered outdated material, however once it got featured on the title and teenagers discovered it, abruptly it became trendy. This validated it, and got rid of the outdated label. It gave all our music renewed popularity.”

At that time, the Answer’s first record remained not available in the US, meaning the game was a key medium of discovery for the band during their US tour supporting the rock giants. “Their crew had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their records. It sold more than half a million copies in its first week, while sales of their songs rose significantly during an era when the music business faced decline.

Guitar Hero continues to inspire nimble-fingered dedication within the community. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is difficult enough on expert mode, let alone played at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.

“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.

DragonForce had already completed a successful tour when their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors informing us that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other the band has done. Recently, the track featured in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has their own path in music and I’m glad we’ve been part of people’s lives”.

The Lasting Legacy from the Plastic Guitar

Top-tier marketing, be it for cars, clothes or video games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the creators believed humans have a natural urge to make music, and their goal was to use technology to enable everyone to do it”.

The majority installments were released in just a five-year period from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a brief comeback several years later.

Titles such as Clone Hero and Fortnite Festival have kept the scene alive, with expectations of something from the founders on the way. A new studio has entered work on their first music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?

“Our team believed those games might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, thus I remain hopeful. There’s no reason for it to continue with new generations.”

By

Robert Long

A passionate web developer and educator with over 10 years of experience in creating accessible and innovative coding tutorials.

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