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The Iconic Game Turns 20 – The Plastic Guitar That United Generations Between Music Generations

Marking 20 years after the legendary game debuted across the Atlantic, offering everyday gamers the means to feel like a rock star. Not literally, though you'd be hard-pressed telling that someone who has mastered the epic lengthy guitar solo before a packed crowd of friends.

Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to the music. Each riff corresponded to specific notes, creating the feel of a genuine live show.

The studio had already tried its hand with rhythm games before partnering with the publisher, which was acquired by Activision during the mid-2000s. Together, they established the foundations for a surprising massively profitable series that had a significant impact on numerous musicians featured, introducing decades-old bands to millions of gaming enthusiasts.

Michael Dornbrook, former COO of Harmonix, recalls the early budgetary hurdles in securing the songs – even though initial releases primarily featured cover versions.

“We rerecorded all the music since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. However, when the game became a hit, album purchases and radio play increased, everyone wanted to participate.”

He continues: “One of the amazing things was how many parents reached out expressing gratitude for introducing their kids to the songs they loved. It became an intergenerational phenomenon.”

Classic Rock Finds a New Audience

Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game brought older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Typically this had been considered outdated material, but then when it was included in the game and teenagers were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the outdated tag. It provided all our music 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 group during their a North American tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Impact

Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their studio albums. It moved well over half a million units in its first week, while demand for Aerosmith’s music rose significantly at a time as the industry was already collapsing.

The series still motivates nimble-fingered dedication among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is difficult even in the hardest setting, let alone performed at double speed while hitting a single one of its near 4,000 notes. They stated it took nine months to accomplish.

“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” says DragonForce guitarist the artist.

The band previously wrapped up a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it made them a household name. “I recall the record label calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”

In fact, DragonForce’s exposure via the game was so immense that it has risked overshadow everything else the band has done. Last year, the track was used in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.

Enduring Impact from the Plastic Guitar

Top-tier marketing, be it for automobiles, apparel or video games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators believed humans have a natural urge to create songs, and their goal was to use technology to enable everyone to participate”.

The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a short-lived revival several years later.

Games like Clone Hero and Fortnite Festival have kept the community active, and there’s set to be a new product from the founders in development. A new studio has entered production on their first music game. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game following Guitar Hero?

“We thought such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain hopeful. It's entirely possible for it to persist for future fans.”

The writer

Emily Prince

Lena Visser is kindpedagoog en moeder van twee, met passie voor spelenderwijs leren.

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