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Guitar Hero Celebrates 20 Years – The Plastic Guitar That United the Gap Among Music Generations

It has been 20 years since Guitar Hero hit the market in North America, offering players everywhere the opportunity to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s lengthy instrumental break in front of a packed living-room audience.

Developed by the developers, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the display in time with a song. Each riff mimicked particular chords, creating the sensation of an authentic live show.

Harmonix had already experimented in the music genre before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable franchise which made a remarkable influence on numerous of the artists featured, introducing decades-old groups to millions of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the recordings – even though initial releases mostly used cover versions.

“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, and record sales and radio play increased, all artists desired to participate.”

He adds: “One of the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their kids to the songs they loved. It became a multigenerational phenomenon.”

Classic Rock Finds Younger Fans

Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived classic rock to the forefront: “The game provided a larger, new demographic. Typically this had been considered music that was past it, however when it was included in the title young people discovered it, suddenly it was cool. This validated it, eliminating the ‘dad rock’ label. It gave our catalog a new life.”

At that time, the Answer’s debut album was still unreleased stateside, so Guitar Hero served as a primary platform for exposure for the group during their a North American tour supporting the rock giants. “Their crew had on the song during travel, and several knew us thanks to the game,” Mahon says.

Major Band Spin-offs and Lasting Influence

Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and related stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly earned the group more money than any of their records. It moved well over half a million units in its first week, while demand for Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.

Guitar Hero still motivates quick-handed fanaticism within the community. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with similar gameplay but an array of customisation options. The song is challenging even in the hardest setting, let alone played at increased tempo and without missing a single one of the thousands of cues. The streamer claimed it took nine months to accomplish.

“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use actual weapons and enlist,” notes musician the artist.

The band had already wrapped up a successful tour before their hit appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label calling to tell me that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game proved so vast that it has risked overshadow all other the band has done. Recently, the track was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role of people’s lives”.

The Lasting Legacy from the Plastic Guitar

The best marketing, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the creators believed there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to participate”.

Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback in 2015.

Games such as Clone Hero and Fortnite Festival have maintained the community active, with set to be a new product from the founders in development. Recently formed developers has entered work on its debut music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?

“We thought those games could be like Madden where you can releases,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”

By

Daniel Lopez

A certified gemologist with over 15 years of experience in the diamond industry, passionate about educating consumers on quality and value.

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