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Guitar Hero at 20 – How a Plastic Axe Bridged the Gap Among Rock Fans

Marking two decades after Guitar Hero debuted in North America, offering players everywhere the tools to feel like a rock star. Figuratively speaking, but try telling that someone who's mastered the epic lengthy guitar solo in front of a packed crowd of friends.

Created by the developers, the game gave players a plastic guitar peripheral to follow coloured notes moving along the display synchronized to a song. Every sequence mimicked specific notes, producing the feel of a genuine performance.

Harmonix previously experimented in the music genre before partnering with RedOctane, later purchased by Activision during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable series that had a remarkable influence for many of the artists featured, showcasing decades-old bands to a new generation of gaming enthusiasts.

A former executive, former COO of Harmonix, recalls the early budgetary hurdles in securing the songs – even though the first two games primarily featured cover versions.

“We rerecorded every song because the cost was so high,” he says. “Even with the necessary permissions by themselves, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero took off, album purchases airtime increased, all artists desired to be in.”

He adds: “One of the amazing things was how many parents got in touch expressing gratitude for introducing their kids to the songs they adored. It evolved into an intergenerational phenomenon.”

Classic Rock Finds a New Audience

Northern Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Lead musician the artist remembers how the series revived classic rock back into vogue: “The game offered a bigger, younger audience. Generally such music was seen as music that was past it, however when it was featured on the game and teenagers discovered it, abruptly it became trendy. This validated the genre, eliminating the outdated label. It provided all our music renewed popularity.”

In 2008, the band's first record was still not available in the US, so the game was a key medium of discovery for the band during their a North American tour opening for the rock giants. “Their crew were playing the song during travel, and several knew us thanks to the game,” Mahon says.

Major Band Titles and Lasting Impact

Rock’s heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and associated stories, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the group greater revenue than any of their records. It sold more than half a million copies upon release, while sales of their songs rose significantly during an era when the music business was already collapsing.

Guitar Hero continues to inspire quick-handed fanaticism among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. The song is difficult even in expert mode, let alone performed at increased tempo and without missing every one of its near 4,000 notes. They stated requiring nine months to accomplish.

“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” says DragonForce guitarist the artist.

The band previously wrapped up a profitable run when their hit was featured in the third game, but Li says it turned them into a household name. “I remember our distributors calling to tell me that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked overshadow all other the band has done. Last year, the track was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to a single track, it’s totally cool – each person has a unique musical journey and I’m glad we played a role of people’s lives”.

The Lasting Impact from the Plastic Guitar

Top-tier marketing, be it for cars, clothes or video games, goes further mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the co-founders believed humans have a natural urge to create songs, and their goal was to leverage innovation to enable everyone to participate”.

Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a brief comeback several years later.

Games such as Clone Hero and Fortnite Festival have kept the scene alive, with expectations of something from the founders on the way. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are participating as special advisers. Is the world ready to embrace a new entry following Guitar Hero?

“We thought those games could be like Madden allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”

By

Vincent Martinez

A passionate web developer with over a decade of experience, specializing in front-end technologies and digital innovation.

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