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The Iconic Game Celebrates 20 Years – The Plastic Guitar That Connected Generations Between Rock Fans

It has been 20 years since Guitar Hero debuted across the Atlantic, providing players everywhere the opportunity to feel like a rock star. Figuratively speaking, but try convincing someone who's nailed the epic four-minute instrumental break before a packed living-room audience.

Created by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to the music. Every sequence mimicked specific notes, producing the feel of a genuine live show.

The studio had already tried its hand in the music genre before partnering with the publisher, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising billion-dollar franchise which made a significant influence for many of the artists included, introducing classic groups to millions of gaming enthusiasts.

A former executive, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the recordings – even though the first two games mostly used rerecorded tracks.

“We rerecorded all the music since the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to participate.”

He adds: “One of the amazing things was how many mothers and fathers got in touch and thanked us for exposing their children to the songs they adored. It evolved into a multigenerational thing.”

Timeless Music Gains a New Audience

Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Generally such music was seen as music that was past it, but then when it was included in the title and teenagers were finding it, suddenly it became trendy. This validated it, and got rid of the outdated label. It gave our catalog renewed popularity.”

In 2008, the Answer’s debut album remained not available stateside, meaning the game served as a primary platform for exposure for the band during their US tour opening for AC/DC. “The roadies had on the song on the tour bus, and some of them knew us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Impact

Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their studio albums. It sold more than half a million units upon release, and sales of Aerosmith’s music rose significantly during an era when the music business was already collapsing.

Guitar Hero still motivates nimble-fingered dedication among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. This track is difficult even in the hardest setting, not to mention performed at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.

“Guitar Hero offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” notes musician the artist.

DragonForce had already completed a successful tour before Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I remember the record label informing us that our records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it risked overshadow all other accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.

The Lasting Legacy from the Iconic Controller

The best marketing, whether it’s for cars, clothes or video games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the creators believed humans have a natural human desire to make music, and their goal was to use technology to enable everyone to participate”.

The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a short-lived revival in 2015.

Games such as Clone Hero and newer releases have maintained the scene alive, and there’s expectations of a new product from the original publisher on the way. A new studio has entered production on its debut music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?

“We thought such titles could be similar to sports games where you can update every year,” he remarks. “With abundant new music that it could be perennially popular, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”

EO
The writer

Erica Oconnell

Elara Vance is a cultural geographer and writer fascinated by patterns of chance in urban environments.

Urban Luck Lab

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