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Guitar Hero Turns 20 – How a Plastic Axe Connected Generations Among Rock Fans

Marking two decades after the legendary game hit the market in North America, giving players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who has nailed the epic four-minute instrumental break before an enthusiastic living-room audience.

Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to a song. Every sequence corresponded to specific notes, producing the sensation of a genuine performance.

Harmonix had already experimented in the music genre prior to teaming up with RedOctane, later acquired by Activision in 2006. Together, they established the groundwork for an unlikely billion-dollar franchise which made a significant influence on numerous musicians included, introducing decades-old bands to a new generation of younger players.

A former executive, former COO of Harmonix, remembers the initial budgetary hurdles of licensing the songs – even though initial releases mostly used cover versions.

“We rerecorded all the music since the cost prohibitive,” he says. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. However, when the game became a hit, and record sales airtime were going up, all artists desired to be in.”

He adds: “Among the amazing things was the number of parents got in touch and thanked us for exposing their kids to the music they adored. It became an intergenerational phenomenon.”

Timeless Music Finds Younger Fans

Northern Irish blues-rock band the Answer included their track in the 2008 release the popular installment. Guitarist the artist remembers the way the game brought classic rock to the forefront: “Guitar Hero provided a bigger, 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 became trendy. That legitimised it, eliminating the outdated tag. It provided all our music renewed popularity.”

In 2008, the band's debut album was still unreleased in the US, meaning Guitar Hero was a key medium for exposure for the group during their US tour opening for the rock giants. “The roadies were playing the song during travel, and several knew us from Guitar Hero,” Mahon says.

Major Band Spin-offs Enduring Influence

Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and associated lore, visuals and legendary status. For example, the Aerosmith edition, reportedly to have made the band more money than any of their records. It sold well over half a million copies in its first week, and sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business faced decline.

Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. This track is challenging enough on the hardest setting, not to mention performed at increased tempo while hitting every one of the thousands of cues. They stated requiring months of practice of practice.

“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up a real gun and enlist,” says musician Herman Li.

DragonForce had already wrapped up a successful tour before their hit appeared in the third game, yet he explains it made them a household name. “I remember our distributors informing us that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”

Indeed, DragonForce’s exposure via the game proved so vast that it threatened to overshadow all other the band has done. Recently, the song featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.

Enduring Impact from the Plastic Guitar

Top-tier promotion, whether it’s for automobiles, apparel or video games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to create songs, and they wanted to use technology to enable everyone to do it”.

Most of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.

Games such as Clone Hero and newer releases have kept the scene alive, and there’s set to be a new product from the original publisher in development. A new studio has begun work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace another game following the classic?

“We thought such titles could be similar to sports games where you can releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”

By

Vanessa Lopez

Financial analyst specializing in precious metals with over a decade of experience in global markets.

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