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Guitar Hero Turns 20 – How a Plastic Axe Bridged Generations Between Music Fans

It has been 20 years after Guitar Hero hit the market across the Atlantic, offering players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who has mastered the epic lengthy instrumental break before a packed crowd of friends.

Developed by the developers, the game gave players a guitar-shaped controller to follow coloured notes scrolling down the screen in time with a song. Each riff mimicked specific notes, producing the feel of a genuine live show.

The studio previously experimented with rhythm games before partnering with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar series that had a remarkable influence on numerous of the artists included, showcasing classic groups to a new generation of gaming enthusiasts.

A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the songs – despite the fact the first two games primarily featured rerecorded tracks.

“We rerecorded every song since the cost was so high,” he says. “Despite having the necessary permissions alone, it was extremely difficult. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero took off, and record sales and radio play increased, all artists desired to be in.”

He continues: “One of the remarkable aspects was the number of parents reached out and thanked us for introducing their kids to the music they adored. It evolved into an intergenerational phenomenon.”

Classic Rock Gains a New Audience

Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers how the series brought classic rock to the forefront: “The game offered a larger, younger audience. Typically such music was considered outdated material, however when it was included in the game and teenagers discovered it, suddenly it was cool. That legitimised it, and got rid of the outdated tag. It provided our catalog renewed popularity.”

In 2008, the Answer’s debut album was still not available in the US, so the game was a key medium for exposure for the group during their a North American tour supporting the rock giants. “The roadies were playing the song during travel, and several knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Influence

Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the group 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 of up to 40% at a time when the music business faced decline.

Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive personalization features. The song 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 claimed it took months of practice to accomplish.

“Guitar Hero offers a, fantasy thing. If you play other games, that doesn’t mean you should pick up actual weapons and enlist,” says DragonForce guitarist the artist.

DragonForce previously wrapped up a profitable run before their hit appeared on Guitar Hero III, but Li says it made them a household name. “I recall the record label calling to tell me that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”

In fact, the band's visibility via the game proved so vast that it risked overshadow all other accomplishments. Last year, the song featured in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “Should you just hear a single track, that's fine – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.

The Lasting Impact of a Iconic Controller

Top-tier marketing, be it for automobiles, clothes or games, extends beyond than selling something – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “The excitement of being a rock star on the stage. From day one, the creators felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.

Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, aside from a brief comeback in 2015.

Games like Clone Hero and newer releases have maintained the scene alive, with set to be a new product from the original publisher on the way. A new studio has entered work on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?

“Our team believed such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”

Written by

Heather Wood

A lifestyle blogger and interior designer passionate about blending aesthetics with functionality in everyday spaces.

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