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Guitar Hero Turns 20 – How a Plastic Axe Bridged Generations Between Rock Generations

Marking two decades since the legendary game first launched in North America, providing players everywhere the tools to feel like rock legends. Not literally, but try telling that someone who has mastered Free Bird’s lengthy guitar solo before a packed living-room audience.

Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display in time with the music. Every sequence corresponded to specific notes, creating the sensation of a genuine live show.

Harmonix previously tried its hand in the music genre before partnering with the publisher, later acquired by Activision during the mid-2000s. Together, they laid the foundations for a surprising massively profitable series which made a significant impact on numerous musicians included, showcasing decades-old bands to millions of younger players.

A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the songs – despite the fact the first two games primarily featured cover versions.

“We rerecorded all the music because the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, and record sales airtime increased, all artists desired to be in.”

He continues: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the music they adored. It evolved into an intergenerational phenomenon.”

Timeless Music Gains Younger Fans

Irish group one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Generally this had been considered outdated material, but then once it got featured on the title young people discovered it, abruptly it was cool. That legitimised it, and got rid of the outdated tag. It provided all our music renewed popularity.”

In 2008, the Answer’s debut album remained unreleased in the US, meaning the game served as a primary platform for exposure for the group during their a North American tour opening for the rock giants. “The roadies had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.

Major Band Titles and Lasting Impact

Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around each band’s catalogue and related stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their records. It sold well over half a million units in its first week, and demand for Aerosmith’s music rose of up to 40% at a time as the industry faced decline.

Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, an online personality achieved an impressive attempt featuring the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. The song is challenging enough on the hardest setting, let alone performed at double speed and without missing every one of its near 4,000 notes. They stated it took nine months of practice.

“The game offers a, fantasy thing. If you play other games, that doesn’t mean you ought to pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.

The band previously completed a successful tour before their hit appeared in the third game, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”

In fact, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow all other accomplishments. Last year, the song was used in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.

Enduring Legacy of a Plastic Guitar

Top-tier promotion, be it for automobiles, clothes or games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to make music, and their goal was to leverage innovation to enable everyone to participate”.

Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, including derivative titles 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 brief comeback several years later.

Titles such as Clone Hero and newer releases have maintained the scene active, with set to be something from the original publisher in development. Recently formed developers has begun work on their first music game. The initial creators are both involved in advisory roles. Is the world ready to embrace another game following Guitar Hero?

“Our team believed those games might become similar to sports games allowing annual releases,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”

Written by

Brandon Thompson

Casino gaming expert with over 10 years of experience in online slots and strategy analysis.

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