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

It has been 20 years since Guitar Hero debuted across the Atlantic, offering players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who has mastered the epic lengthy guitar solo in front of a packed crowd of friends.

Created by Harmonix, the game gave players a guitar-shaped controller to follow coloured notes moving along the display synchronized to a song. Every sequence mimicked specific notes, creating the sensation of a genuine live show.

Harmonix had already tried its hand in the music genre prior to teaming up with the publisher, which was purchased by Activision in 2006. Together, they laid the groundwork for an unlikely billion-dollar series which made a remarkable influence for many musicians included, showcasing decades-old groups to a new generation of younger players.

A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the songs – despite the fact initial releases mostly used rerecorded tracks.

“We reproduced all the music since the cost prohibitive,” he explains. “Despite having the necessary permissions by themselves, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once the game became a hit, and record sales and radio play increased, everyone wanted to participate.”

He adds: “Among the amazing things was how many parents reached out expressing gratitude for exposing their children to the music they adored. It evolved into a multigenerational thing.”

Classic Rock Gains Younger Fans

Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Typically this had been considered music that was past it, however once it got featured on the game young people were finding it, suddenly it became trendy. This validated the genre, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”

In 2008, the band's debut album was still unreleased stateside, so Guitar Hero served as a primary platform for exposure for the band during their US tour supporting the rock giants. “Their crew had on Never Too Late during travel, and some of them knew us thanks to the game,” he notes.

Major Band Titles and Lasting Influence

Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on their music collections and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their studio albums. It moved well over 500,000 units in its first week, while demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.

Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult even in the hardest setting, let alone played at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.

“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you ought to pick up actual weapons and enlist,” says musician the artist.

The band previously wrapped up a profitable run when Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I recall the record label calling to tell me that our selling albums rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure via the game proved so vast that it risked eclipsing everything else the band has done. Recently, the song was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Impact of a Plastic Guitar

The best marketing, be it for cars, apparel or games, goes further than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” 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 installments came out in just a half-decade from 2005 to 2010, including spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival several years later.

Titles such as the fan project and newer releases have maintained the scene active, and there’s set to be a new product from the founders on the way. A new studio has entered production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of Guitar Hero?

“Our team believed such titles might become similar to sports games where you can releases,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”

By

Scott Fitzpatrick

A historian and lifestyle writer specializing in European royalty and contemporary aristocratic culture.

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