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Guitar Hero at 20 – The Plastic Guitar That United Generations Between Music Generations

It has been two decades since Guitar Hero debuted across the Atlantic, giving players everywhere the opportunity to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who has mastered Free Bird’s lengthy guitar solo before a packed crowd of friends.

Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the display synchronized to the music. Each riff mimicked specific notes, creating the feel of a genuine live show.

The studio previously experimented in the music genre before partnering with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar series that had a remarkable influence for many of the artists featured, showcasing classic bands to a new generation of younger players.

A former executive, former COO from the developer, recalls the early financial challenges in securing the songs – despite the fact the first two games mostly used cover versions.

“We reproduced all the music because the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero took off, album purchases airtime increased, everyone wanted to participate.”

He continues: “Among the remarkable aspects was how many mothers and fathers reached out expressing gratitude for introducing their children to the songs they loved. It became an intergenerational thing.”

Timeless Music Finds Younger Fans

Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived classic rock back into vogue: “Guitar Hero offered a larger, younger audience. Generally this had been considered music that was past it, however once it got included in the game and teenagers were finding it, abruptly it became trendy. This validated the genre, eliminating the outdated tag. It gave all our music a new life.”

At that time, the Answer’s first record was still not available in the US, so the game served as a primary platform for exposure for the band as they went on US tour supporting AC/DC. “Their crew had on Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles and Lasting Influence

Rock’s biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their studio albums. It moved more than 500,000 copies upon release, and demand for their songs saw an increase significantly at a time when the music business was already collapsing.

Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. The song is challenging even in the hardest setting, let alone played at increased tempo while hitting every one of its near 4,000 notes. They claimed requiring nine months to accomplish.

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

DragonForce had already wrapped up a successful tour when their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label calling to tell me that we were selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow all other the band has done. Recently, the song was used in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “If you only hear a single track, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.

The Lasting Legacy from the Plastic Guitar

Top-tier promotion, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to participate”.

Most installments came out over a mere five-year period between 2005 and 2010, including spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a brief comeback in 2015.

Games like the fan project and Fortnite Festival have maintained the scene active, 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 participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?

“We thought such titles might become like Madden where you can releases,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”

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The writer

David Smith

A seasoned gaming journalist with over a decade of experience covering online casinos and slot mechanics across the UK market.

SlotScope UK

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