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The Iconic Game Celebrates 20 Years – How a Plastic Axe Bridged Generations Among Music Fans

It has been two decades since the legendary game hit the market across the Atlantic, offering players everywhere the opportunity to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who's mastered the epic lengthy instrumental break in front of a packed crowd of friends.

Created by the developers, the game provided users with a guitar-shaped controller to match on-screen cues moving along the display in time with a song. Every sequence corresponded to specific notes, producing the sensation of an authentic performance.

Harmonix had already tried its hand in the music genre prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising massively profitable franchise which made 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, remembers the early financial challenges of licensing the recordings – despite the fact the first two games primarily featured cover versions.

“We reproduced every song because the cost prohibitive,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when the game became a hit, album purchases and radio play were going up, everyone wanted to participate.”

He adds: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their kids to the music they loved. It became a multigenerational phenomenon.”

Classic Rock Finds a New Audience

Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game brought older hits back into vogue: “The game offered a bigger, younger audience. Generally such music was considered music that was past it, but then when it was featured on the title and teenagers discovered it, suddenly it was cool. This validated it, and got rid of the outdated label. It gave our catalog a new life.”

At that time, the Answer’s debut album was still not available in the US, so the game served as a primary platform for exposure for the group as they went on US tour opening for AC/DC. “The roadies were playing the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles Enduring Influence

Rock’s heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money compared to their studio albums. It moved more than 500,000 copies in its first week, while demand for Aerosmith’s music saw an increase significantly during an era as the industry faced decline.

Guitar Hero continues to inspire quick-handed dedication within the community. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. The song is challenging even in expert mode, let alone performed at double speed while hitting a single one of the thousands of cues. They claimed requiring nine months of practice.

“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” notes musician Herman Li.

DragonForce had already wrapped up a successful tour before their hit appeared in the third game, yet he explains it turned them into a household name. “I remember the record label calling to tell me that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow everything else the band has done. Recently, the track was used in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.

The Lasting Impact from the Plastic Guitar

The best promotion, be it for cars, clothes or video games, extends beyond mere transactions – it evokes 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. Since the beginning, the creators believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.

Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a brief comeback several years later.

Games like the fan project and newer releases have kept the community alive, and there’s expectations of something from the founders in development. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry following the classic?

“We thought such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain hopeful. There’s no reason for it to continue with new generations.”

MM
By

Matthew Martin

Elara is an interior designer with over a decade of experience specializing in sustainable and minimalist home transformations.

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