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Joystick Planet 38

Guitar Hero Celebrates 20 Years – The Plastic Guitar That Bridged Generations Between Rock Generations

It has been two decades since the legendary game debuted across the Atlantic, giving everyday gamers the opportunity to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's nailed the epic lengthy guitar solo before a packed crowd of friends.

Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with a song. Each riff corresponded to particular chords, creating the feel of a genuine live show.

Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable franchise that had a remarkable impact on numerous of the artists featured, showcasing classic groups to a new generation of younger players.

A former executive, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the songs – even though initial releases primarily featured cover versions.

“We reproduced every song because the dollar figure was so high,” he says. “Even with the publishing rights alone, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when the game took off, album purchases airtime 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 adored. It became a multigenerational phenomenon.”

Timeless Music Gains Younger Fans

Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived classic rock to the forefront: “The game offered a bigger, younger audience. Generally this had been considered outdated material, but then when it was included in the game and teenagers were finding it, suddenly it was cool. That legitimised the genre, eliminating the outdated label. It provided all our music a new life.”

At that time, the Answer’s debut album was still not available stateside, meaning Guitar Hero was a key medium of discovery for the group during their US tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.

Rock’s Heavyweight Titles Enduring Impact

Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their studio albums. It sold well over half a million units in its first week, and sales of their songs rose of up to 40% at a time when the music business faced decline.

The series still motivates quick-handed fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. The song is challenging enough on the hardest setting, not to mention played at double speed while hitting every one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.

“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use a real gun and go to war,” notes DragonForce guitarist Herman Li.

DragonForce previously completed a successful tour when their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “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 the headliners at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it risked overshadow all other accomplishments. Last year, the track featured in promotional material for a major film. “Previously I felt differently, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has their own path in music and I’m glad we’ve been part of people’s lives”.

Enduring Impact of a Plastic Guitar

Top-tier marketing, whether it’s for automobiles, apparel or games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to create songs, and their goal was to use technology to allow people to participate”.

Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including spin-offs like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback several years later.

Titles such as the fan project and newer releases have maintained the community active, with set to be something from the original publisher in development. Recently formed developers has begun work on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of the classic?

“Our team believed those games might become like Madden allowing annual releases,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain optimistic. There’s no reason for it to continue with new generations.”

The writer

Patricia Willis

A passionate gamer and tech writer with over a decade of experience covering the latest trends and innovations in the gaming industry.

Joystick Planet 38

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