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

It has been 20 years after the legendary game debuted across the Atlantic, offering everyday gamers the means to become rock legends. Not in reality, though you'd be hard-pressed telling that someone who has mastered Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.

Developed by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with a song. Every sequence corresponded to specific notes, producing the sensation of a genuine performance.

The studio had already tried its hand with rhythm games before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for an unlikely billion-dollar franchise that had a significant impact on numerous of the artists included, showcasing decades-old groups to millions of younger players.

Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.

“We reproduced every song because the dollar figure was so high,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We failed to secure bands like legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. But once the game became a hit, album purchases and radio play were going up, everyone wanted to participate.”

He adds: “One of the remarkable aspects was how many parents got in touch expressing gratitude for introducing their children to the music they adored. It became a multigenerational phenomenon.”

Timeless Music Finds Younger Fans

Irish group one featured act included their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game revived older hits back into vogue: “The game provided a bigger, new demographic. Typically such music was considered music that was past it, however when it was included in the game young people discovered it, abruptly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”

In 2008, the band's first record remained not available in the US, so the game was a key medium for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies had on Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.

Major Band Spin-offs Enduring Impact

Music's heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their studio albums. It sold more than half a million units in its first week, and sales of their songs rose significantly at a time as the industry faced decline.

Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of personalization features. This track is difficult even in the hardest setting, not to mention performed at increased tempo and without missing every one of the thousands of cues. The streamer stated requiring months of practice of practice.

“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should use a real gun and enlist,” says musician Herman Li.

The band had already completed a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it made them a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game proved so vast that it risked eclipsing all other the band has done. Last year, the song featured in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, that's fine – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.

Enduring Impact of a Plastic Guitar

The best promotion, be it for cars, apparel or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to participate”.

The majority installments were released over a mere half-decade between 2005 and 2010, featuring derivative titles such as the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a brief comeback several years later.

Games such as Clone Hero and newer releases have kept the community active, with expectations of something from the founders in development. Recently formed developers has begun work on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?

“We thought such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much new music it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to persist for future fans.”

The writer

Kim Lopez

Elin är en svensk livsstilscoach med passion för mindfulness och personlig utveckling, skriver regelbundet om balans och välbefinnande.

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