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Guitar Hero Celebrates 20 Years – How a Plastic Axe United the Gap Among Music Fans

Marking 20 years after Guitar Hero hit the market across the Atlantic, giving everyday gamers the tools to become rock legends. Not literally, but try telling that anyone who has mastered Free Bird’s four-minute guitar solo in front of a packed crowd of friends.

Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to a song. Every sequence corresponded to specific notes, producing the sensation of a genuine live show.

The studio had already tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable series which made a significant impact on numerous of the artists included, showcasing classic groups to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the songs – even though the first two games mostly used cover versions.

“We reproduced all the music because the cost was so high,” he explains. “Even with the publishing rights alone, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were fairly certain it would fail. But once the game took off, album purchases and radio play were going up, all artists desired to be in.”

He adds: “One of the amazing things was the number of mothers and fathers reached out and thanked us for introducing their kids to the music they adored. It became an intergenerational thing.”

Classic Rock Finds Younger Fans

Irish blues-rock band the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Typically this had been considered outdated material, however once it got included in the game young people were finding it, abruptly it was cool. That legitimised the genre, and got rid of the outdated label. It gave all our music renewed popularity.”

At that time, the Answer’s first record remained not available in the US, meaning Guitar Hero served as a primary platform for exposure for the band as they went on US tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Impact

Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band greater revenue compared to their studio albums. It sold well over 500,000 copies in its first week, and demand for Aerosmith’s music saw an increase significantly at a time when the music business faced decline.

Guitar Hero continues to inspire quick-handed fanaticism among its fans. Recently, an online personality achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. The song is challenging even in the hardest setting, not to mention performed at double speed while hitting every one of the thousands of cues. The streamer stated it took months of practice of practice.

“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to use actual weapons and enlist,” notes DragonForce guitarist Herman Li.

The band had already completed a successful tour when their hit appeared in the third game, but Li says it made them a household name. “I remember the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”

Indeed, the band's visibility via the game proved so vast that it risked overshadow everything else the band has done. Recently, the track featured in a trailer for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only listen to a single track, that's fine – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.

The Lasting Legacy of a Plastic Guitar

Top-tier marketing, be it for automobiles, clothes or games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the co-founders felt that humans have a natural urge to create songs, and their goal was to use technology to enable everyone to do it”.

Most installments were released over a mere five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a brief comeback several years later.

Games such as the fan project and newer releases have kept the community alive, and there’s expectations of a new product from the founders on the way. A new studio has begun work on their first rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?

“We thought such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”

By

Rita Mathews

A digital strategist with over a decade of experience in video marketing and brand storytelling.

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