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The Iconic Game Celebrates 20 Years – The Plastic Guitar That Connected Generations Among Music Fans

It has been 20 years since the legendary game hit the market across the Atlantic, giving players everywhere the tools to feel like a rock star. Figuratively speaking, but try telling that anyone who has mastered the epic lengthy guitar solo before an enthusiastic crowd of friends.

Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to the music. Every sequence corresponded to specific notes, producing the sensation of an authentic performance.

Harmonix had already experimented in the music genre before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar franchise that had a remarkable impact for many musicians featured, introducing classic groups to millions of younger players.

Michael Dornbrook, former COO from the developer, recalls the initial financial challenges in securing the recordings – despite the fact the first two games primarily featured cover versions.

“We rerecorded every song because the cost was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to be in.”

He adds: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the music they adored. It became a multigenerational thing.”

Classic Rock Finds Younger Fans

Irish blues-rock band the Answer included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series revived older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Typically this had been considered music that was past it, however once it got included in the title young people discovered it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ label. It gave all our music a new life.”

At that time, the band's debut album remained unreleased in the US, so the game was a key medium of discovery for the band as they went on a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and some of them recognized us from Guitar Hero,” he notes.

Major Band Titles and Lasting Influence

Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It moved more than half a million units in its first week, and sales of Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.

The series continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with similar mechanics but an array of customisation options. This track is challenging even in expert mode, not to mention performed at double speed and without missing every one of the thousands of cues. The streamer claimed it took months of practice to accomplish.

“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.

DragonForce had already completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I remember the record label informing us that our records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”

Indeed, the band's visibility via the game proved so vast that it has risked overshadow all other the band has done. Last year, the song featured in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has a unique musical journey and I’m glad we played a role of people’s lives”.

Enduring Legacy of a Iconic Controller

The best promotion, be it for automobiles, clothes or games, goes further than selling something – it inspires a longing. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the creators believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.

The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a brief comeback several years later.

Titles such as Clone Hero and newer releases have kept the scene alive, with expectations of something from the founders in development. Recently formed developers has begun work on its debut music game. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of the classic?

“We thought such titles might become similar to sports games allowing annual update every year,” he remarks. “With abundant new music that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”

RD
About the author

Robin Dunlap

Urban development journalist and community strategist with a passion for resilient cities.

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