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The Iconic Game Celebrates 20 Years – The Plastic Guitar That Bridged Generations Between Music Generations

Marking two decades after Guitar Hero first launched across the Atlantic, providing everyday gamers the opportunity to become rock legends. Not literally, but try telling that someone who's mastered Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.

Developed by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display in time with a song. Each riff corresponded to particular chords, producing the feel of a genuine live show.

The studio previously experimented in the music genre prior to teaming up with the publisher, which was purchased by Activision in 2006. Collaboratively, they established the foundations for a surprising billion-dollar franchise that had a significant impact on numerous musicians included, introducing decades-old bands to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the songs – even though initial releases primarily featured rerecorded tracks.

“We rerecorded every song because the cost prohibitive,” he explains. “Despite having the publishing rights alone, it was nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. But once Guitar Hero took off, album purchases airtime were going up, everyone wanted to participate.”

He adds: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the songs they adored. It evolved into a multigenerational thing.”

Timeless Music Gains Younger Fans

Irish group the Answer had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series revived classic rock to the forefront: “The game provided a larger, new demographic. Typically such music was seen as music that was past it, however once it got featured on the game and teenagers were finding it, suddenly it became trendy. That legitimised it, and got rid of the outdated label. It gave our catalog a new life.”

In 2008, the band's debut album remained not available stateside, so the game was a key medium for exposure for the band as they went on US tour opening for the rock giants. “The roadies were playing the song on the tour bus, and several knew us thanks to the game,” Mahon says.

Major Band Spin-offs Enduring Influence

Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It sold well over half a million units in its first week, while demand for Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.

The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of customisation options. This track is challenging enough on the hardest setting, not to mention performed at double speed and without missing a single one of its near 4,000 notes. They claimed requiring months of practice to accomplish.

“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you ought to pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.

The band had already completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors calling to tell me that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”

In fact, the band's visibility via the game was so immense that it has risked eclipsing all other accomplishments. Recently, the track featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “If you only listen to 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 Plastic Guitar

The best marketing, be it for cars, apparel or games, extends beyond than selling something – it inspires a longing. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to do it”.

Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including spin-offs such as the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, except for a brief comeback several years later.

Games like the fan project and newer releases have kept the community active, and there’s set to be something from the founders in development. Recently formed developers has begun production on their first music game. Original co-founders are participating as special advisers. Is the world ready to embrace another game following the classic?

“We thought such titles could be similar to sports games where you can releases,” he remarks. “With abundant new music that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”

SB
The writer

Steven Brown

A seasoned gambling journalist with over a decade of experience covering UK casinos and slot games, specializing in bonus analysis and game mechanics.

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