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Guitar Hero Celebrates 20 Years – How a Plastic Axe Connected the Gap Among Rock Generations

It has been 20 years since Guitar Hero hit the market in North America, providing players everywhere the means to become rock legends. Figuratively speaking, but try telling that someone who has nailed Free Bird’s four-minute guitar solo before an enthusiastic living-room audience.

Developed by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes moving along the display in time with the music. Every sequence corresponded to specific notes, creating the sensation of a genuine performance.

Harmonix had already experimented in the music genre prior to teaming up with RedOctane, which was acquired by Activision in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable series which made a remarkable impact for many of the artists featured, introducing decades-old bands to a new generation of gaming enthusiasts.

A former executive, former COO from the developer, recalls the early financial challenges in securing the songs – even though the first two games mostly used cover versions.

“We rerecorded every song because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, everyone wanted to participate.”

He adds: “Among the remarkable aspects was how many mothers and fathers reached out expressing gratitude for exposing their children to the songs they loved. It became an intergenerational phenomenon.”

Classic Rock Finds a New Audience

Northern Irish group one featured act had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived classic rock back into vogue: “Guitar Hero offered a larger, younger audience. Generally this had been seen as music that was past it, but then when it was featured on the title young people discovered it, suddenly it became trendy. This validated the genre, and got rid of the outdated tag. It provided our catalog a new life.”

In 2008, the band's debut album remained not available in the US, meaning Guitar Hero was a key medium of discovery for the group during their US tour opening for AC/DC. “The roadies had on the song on the tour bus, and several recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles Enduring Impact

Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, imagery and legendary status. In the case of, the Aerosmith edition, it was said earned the group more money than any of their studio albums. It sold more than half a million units in its first week, and demand for their songs rose significantly during an era when the music business was already collapsing.

The series still motivates quick-handed dedication among its fans. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. The song is difficult enough on the hardest setting, let alone performed at increased tempo while hitting every one of its near 4,000 notes. They claimed requiring months of practice to accomplish.

“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you should use actual weapons and enlist,” says musician the artist.

The band previously completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I remember our distributors calling to tell me that we were records were moving like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game was so immense that it threatened to eclipsing everything else the band has done. Recently, the track was used in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has a unique path in music and I'm pleased we played a role of people’s lives”.

The Lasting Legacy of a Iconic Controller

The best promotion, whether it’s for automobiles, apparel or video games, goes further mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “That thrill of being a music icon on the stage. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to participate”.

The majority installments were released over a mere half-decade between 2005 and 2010, including derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, except for a short-lived revival in 2015.

Games like Clone Hero and newer releases have kept the scene alive, and there’s set to be something from the founders in development. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace another game following the classic?

“We thought those games might become like Madden where you can releases,” he remarks. “There’s so much new music that it could be evergreen, thus I remain hopeful. There’s no reason for it to persist with new generations.”

By

Sabrina Woodard

Lena Visser is een ervaren journalist en tech-enthousiast met een passie voor het vertellen van verhalen die de toekomst vormgeven.

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