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The Iconic Game at 20 – The Plastic Guitar That Connected the Gap Between Music Fans

It has been two decades since the legendary game first launched in North America, giving players everywhere the opportunity to become rock legends. Not literally, though you'd be hard-pressed telling that someone who has mastered the epic lengthy instrumental break before an enthusiastic living-room audience.

Created by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the screen in time with the music. Every sequence mimicked specific notes, creating the sensation of a genuine live show.

The studio had already experimented in the music genre before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for an unlikely billion-dollar franchise which made a significant influence on numerous musicians featured, showcasing decades-old groups to millions of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles of licensing the recordings – despite the fact initial releases primarily featured rerecorded tracks.

“We reproduced every song since the dollar figure was so high,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, everyone wanted to participate.”

He adds: “One of the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their kids to the music they loved. It evolved into an intergenerational thing.”

Classic Rock Gains Younger Fans

Northern Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits back into vogue: “The game offered a larger, younger audience. Generally this had been considered music that was past it, however once it got included in the title and teenagers discovered it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”

At that time, the Answer’s debut album remained unreleased stateside, meaning the game served as a primary platform of discovery for the group as they went on US tour supporting the rock giants. “The roadies had on the song during travel, and some of them knew us thanks to the game,” he notes.

Major Band Titles Enduring Influence

Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on their music collections and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band greater revenue than any of their records. It moved more than 500,000 copies in its first week, while sales of their songs saw an increase of up to 40% during an era as the industry was already collapsing.

Guitar Hero continues to inspire quick-handed fanaticism within the community. Recently, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. The song is challenging enough on expert mode, let alone played at double speed while hitting a single one of the thousands of cues. They claimed requiring nine months of practice.

“The game offers a, fantasy thing. Just as with other games, it doesn't imply you ought to pick up a real gun and go to war,” says musician Herman Li.

DragonForce had already completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall our distributors calling to tell me that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game proved so vast that it has risked overshadow everything else the band has done. Last year, the song was used in a trailer for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part in fans' experiences”.

The Lasting Legacy from the Iconic Controller

The best marketing, whether it’s for cars, apparel or games, goes further mere transactions – it inspires a desire. Did Guitar Hero harness this? “Precisely 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 make music, and their goal was to leverage innovation to allow people to participate”.

Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, except for a brief comeback in 2015.

Titles like the fan project and Fortnite Festival have maintained the scene alive, and there’s expectations of something from the original publisher in development. Recently formed developers has entered work on their first rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?

“We thought such titles might become like Madden where you can update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”

About the author

Tammy Shelton

A passionate writer and digital storyteller who explores the intersection of creativity and everyday life.

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