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The Iconic Game Turns 20 – How a Plastic Axe Connected Generations Between Music Generations

Marking two decades since Guitar Hero debuted across the Atlantic, giving everyday gamers the means to become a rock star. Figuratively speaking, but try telling that someone who has nailed Free Bird’s four-minute instrumental break in front of a packed crowd of friends.

Created by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Each riff corresponded to specific notes, creating the feel of an authentic performance.

The studio had already tried its hand with rhythm games before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising billion-dollar franchise which made a remarkable influence on numerous of the artists featured, showcasing classic groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – even though initial releases primarily featured rerecorded tracks.

“We reproduced every song because the cost was so high,” he says. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game became a hit, album purchases and radio play were going up, all artists desired to be in.”

He continues: “Among the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the music they loved. It became a multigenerational phenomenon.”

Classic Rock Gains a New Audience

Irish group the Answer had their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series revived older hits to the forefront: “Guitar Hero provided a larger, younger audience. Generally such music was seen as music that was past it, but then once it got included in the game and teenagers were finding it, suddenly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It gave our catalog a new life.”

In 2008, the Answer’s debut album remained not available in the US, meaning the game was a key medium of discovery for the band during their a North American tour opening for AC/DC. “The roadies were playing the song during travel, and some of them recognized us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Influence

Music's heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around their music collections and related lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their records. It moved well over half a million units upon release, and sales of Aerosmith’s music saw an increase significantly at a time as the industry faced decline.

The series still motivates quick-handed fanaticism among its fans. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult even in expert mode, let alone played at double speed and without missing every one of its near 4,000 notes. The streamer claimed it took nine months of practice.

“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you should use actual weapons and enlist,” says musician the artist.

The band had already wrapped up a profitable run before Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I remember our distributors calling to tell me that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before top acts at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing everything else the band has done. Recently, the track featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has their own musical journey and I'm pleased we played a role of people’s lives”.

The Lasting Impact of a Iconic Controller

The best marketing, whether it’s for automobiles, clothes or video games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and their goal was to leverage innovation to allow people to participate”.

Most installments came out over a mere five-year period between 2005 and 2010, including spin-offs like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival in 2015.

Titles such as the fan project and newer releases have kept the community alive, and there’s expectations of a new product from the founders in development. A new studio has entered work on its debut music game. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?

“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, thus I remain hopeful. There’s no reason for it to persist with new generations.”

Written by

Jessica Long

Maritime artisan and boat builder with over 15 years of experience crafting custom wooden vessels and nautical art pieces.

HarborCraft

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