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The Iconic Game at 20 – How a Plastic Axe Connected the Gap Between Rock Generations

It has been two decades since the legendary game hit the market in North America, providing players everywhere the opportunity to become rock legends. Figuratively speaking, but try telling that anyone who has nailed Free Bird’s lengthy instrumental break before a packed living-room audience.

Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the display in time with the music. Each riff corresponded to particular chords, creating the feel of an authentic live show.

Harmonix previously experimented with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable franchise that had a significant influence for many of the artists featured, showcasing classic groups to a new generation of younger players.

A former executive, former COO from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games primarily featured cover versions.

“We reproduced every song because the dollar figure prohibitive,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, album purchases and radio play were going up, all artists desired to participate.”

He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their children to the music they adored. It became an intergenerational thing.”

Timeless Music Finds Younger Fans

Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Guitarist the artist remembers how the series brought older hits to the forefront: “The game offered a bigger, new demographic. Generally such music was considered outdated material, however when it was included in the game young people were finding it, abruptly it became trendy. This validated it, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”

In 2008, the Answer’s debut album remained unreleased in the US, so the game served as a primary platform of discovery for the band as they went on a North American tour supporting AC/DC. “Their crew had on the song on the tour bus, and several recognized us thanks to the game,” he notes.

Rock’s Heavyweight Titles and Lasting Influence

Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around each band’s catalogue and related stories, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the group more money compared to their studio albums. It sold more than half a million copies upon release, while demand for Aerosmith’s music rose significantly during an era as the industry was already collapsing.

The series still motivates nimble-fingered fanaticism among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. This track is difficult enough on expert mode, let alone played at increased tempo while hitting every one of its near 4,000 notes. The streamer stated requiring months of practice to accomplish.

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

DragonForce had already wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors informing us that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing all other accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – each person has a unique path in music and I’m glad we played a role in fans' experiences”.

The Lasting Impact from the Plastic Guitar

The best marketing, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a longing. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “That thrill of being a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to do it”.

The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, except for a short-lived revival several years later.

Games such as the fan project and newer releases have kept the scene alive, with set to be a new product from the original publisher in development. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?

“Our team believed those games might become similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”

DS
By

David Stevenson

A seasoned gaming journalist with over a decade of experience covering UK casinos and slot machine trends.

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