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The Iconic Game at 20 – How a Plastic Axe Bridged the Gap Between Music Generations

It has been two decades since Guitar Hero first launched in North America, giving players everywhere the opportunity to feel like rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who has mastered the epic four-minute instrumental break before a packed crowd of friends.

Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the screen in time with a song. Each riff mimicked specific notes, producing the feel of a genuine live show.

Harmonix had already experimented with rhythm games prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they established the foundations for an unlikely billion-dollar series which made a significant influence on numerous of the artists featured, introducing decades-old groups to a new generation of younger players.

Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.

“We reproduced all the music since the cost prohibitive,” he says. “Despite having the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game became a hit, and record sales airtime increased, everyone wanted to participate.”

He adds: “Among the amazing things was the number of parents reached out expressing gratitude for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”

Timeless Music Gains Younger Fans

Northern Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought classic rock back into vogue: “Guitar Hero provided a larger, new demographic. Typically this had been considered outdated material, but then once it got featured on the game and teenagers were finding it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”

At that time, the Answer’s first record was still unreleased stateside, so Guitar Hero was a key medium for exposure for the band during their US tour opening for the rock giants. “The roadies were playing the song on the tour bus, and several knew us from Guitar Hero,” he notes.

Major Band Spin-offs Enduring Influence

Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on their music collections and associated lore, imagery and legendary status. For example, the Aerosmith edition, it was said earned the group greater revenue than any of their records. It sold more than half a million units in its first week, while sales of Aerosmith’s music rose significantly during an era as the industry was already collapsing.

The series still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. This track is challenging even in expert mode, not to mention performed at increased tempo and without missing a single one of the thousands of cues. The streamer stated it took months of practice of practice.

“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and go to war,” notes DragonForce guitarist the artist.

The band previously completed a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I remember our distributors informing us that we were records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game was so immense that it has threatened to overshadow all other the band has done. Last year, the track featured in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – everyone’s got their own path in music and I’m glad we played a role of people’s lives”.

The Lasting Impact from the Plastic Guitar

Top-tier promotion, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the creators felt that humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to do it”.

Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including spin-offs like the DJ version, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.

Titles like Clone Hero and Fortnite Festival have maintained the scene alive, with set to be a new product from the original publisher on the way. A new studio has begun work on its debut rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?

“Our team believed those games could be like Madden where you can releases,” he remarks. “There’s so much new music that it could be evergreen, thus I remain optimistic. It's entirely possible for it to continue with new generations.”

MW
Written by

Michael West

A dedicated UK bonus hunter with over a decade of experience reviewing online promotions and casino offers.

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