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Guitar Hero at 20 – How a Plastic Axe Bridged Generations Among Music Fans

Marking two decades after the legendary game hit the market in North America, providing everyday gamers the tools to become a rock star. Figuratively speaking, but try convincing anyone who has mastered the epic four-minute guitar solo in front of a packed crowd of friends.

Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the display in time with the music. Every sequence corresponded to specific notes, producing the feel of an authentic performance.

The studio had already experimented with rhythm games before partnering with the publisher, which was acquired by Activision in 2006. Collaboratively, they laid the foundations for a surprising massively profitable franchise which made a remarkable influence on numerous of the artists featured, showcasing decades-old bands to a new generation of younger players.

A former executive, former COO from the developer, remembers the early budgetary hurdles in securing the songs – even though initial releases mostly used rerecorded tracks.

“We reproduced all the music since the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get bands like 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 and radio play were going up, all artists desired to participate.”

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 loved. It became an intergenerational phenomenon.”

Timeless Music Gains Younger Fans

Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived older hits back into vogue: “The game offered a larger, younger audience. Typically such music was considered outdated material, but then once it got included in the game young people were finding it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave our catalog a new life.”

In 2008, the Answer’s first record remained unreleased stateside, so Guitar Hero was a key medium for exposure for the band as they went on US tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their records. It moved well over half a million copies upon release, while demand for Aerosmith’s music rose significantly during an era when the music business faced decline.

The series continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. The song is challenging enough on expert mode, not to mention performed at double speed while hitting every one of its near 4,000 notes. The streamer stated requiring months of practice of practice.

“The game offers a, fantasy thing. Just as with other games, it doesn't imply you should pick up a real gun and enlist,” notes musician Herman Li.

DragonForce previously completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall the record label informing us that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other the band has done. Last year, the track was used in promotional material for Despicable Me 4. “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 musical journey and I'm pleased we’ve been part of people’s lives”.

Enduring Impact from the Iconic Controller

Top-tier promotion, be it for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to participate”.

Most installments were released over a mere half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival in 2015.

Games such as the fan project and Fortnite Festival have maintained the scene active, and there’s set to be something from the founders in development. A new studio has entered production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?

“We thought those games might become similar to sports games where you can releases,” he remarks. “With abundant fresh tracks that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t continue for future fans.”

MS
By

Megan Schmidt

Urban photographer and creative designer based in London, capturing the essence of city life through a lens.

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