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Pickup where you left off: Returning to Guitar Hero

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  • Pickup where you left off: Returning to Guitar Hero

    Ted Nugent's Stranglehold is a nine-minute beast of a song, a deeply sinister trip to the dark side with a guy who just doesn't know when to quit. The very first line - "Here I come again now, baby / Like a dog in heat" - sets a certain cards-on-table tone. But in addition to its signature juggernaut riff, shred in tooth and claw, Stranglehold also features a long, sparse mid-section powered by a rubber-band bassline. It's during this spooky longueur that the Nuge - or you, if you're playing Guitar Hero World Tour - wrings out odd guitar wails and bursts of distorted squall. It's one of those solos that goes on so long that you almost forget it's part of an actual song, until Ted pops up again, singing hoarsely: "Some people think they gonna die someday / I got news, ya never gotta go." It's an unsettling gospel of everlasting life, preached by a dude who, when he's not generating intensities in ten cities, enjoys shooting flaming arrows. It's also totally brilliant.
    Critics like to talk about rock immortality, usually attaching it to the geniuses who leave us too soon: your Hendrixes, your Cobains, your Buckleys. For a while, it looked like the Guitar Hero franchise was going to achieve something comparable - maybe not inventing a brand new genre of rhythm action game, but certainly perfecting and dominating it. The first installment came out at the tail end of 2005 and within 12 months Guitar Hero was a global phenomenon. Five years later, it seemed to simply run out of puff, defeated by the shifting player tastes that also kneecapped its sturdy rival Rock Band. Guitar Hero is dead, essentially, but deserves to be on the cover of Mojo magazine, if only for services to classic rock, introducing a whole new generation to Tom Petty, the Edgar Winter Group and Creedence Clearwater Revival.
    But rather than canonising Guitar Hero, anecdotally it feels like former players have a mild sense of embarrassment about all those hours spent doing rock karoake, as if it represented something faddish and ephemeral like collecting Pogs or nursemaiding Tamagotchi. It probably didn't help that the game arrived so perfectly formed, so sui generis, that (subsequent addition of drums and vocals aside) there really wasn't anywhere for it to go. But did we all just stop enjoying it? Was there a moment where, collectively, we looked at the make-believe guitars leaning against our sleek home entertainment centres and thought, in the immortal words of Mark Knopfler, "that ain't working"?
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