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The Iconic Game Celebrates 20 Years – The Plastic Guitar That United the Gap Among Rock Generations

It has been two decades after Guitar Hero first launched across the Atlantic, giving players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who's nailed the epic four-minute instrumental break before an enthusiastic crowd of friends.

Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display in time with the music. Every sequence mimicked particular chords, creating the sensation of a genuine live show.

The studio had already tried its hand with rhythm games prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Together, they established the foundations for an unlikely massively profitable franchise that had a significant influence for many of the artists included, showcasing classic groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the songs – even though the first two games mostly used rerecorded tracks.

“We reproduced every song because the cost was so high,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. 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, album purchases and radio play were going up, all artists desired to participate.”

He continues: “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.”

Classic Rock Gains Younger Fans

Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series revived older hits back into vogue: “The game offered a bigger, new demographic. Generally this had been seen as outdated material, but then when it was featured on the title and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”

At that time, the band's debut album remained not available in the US, meaning the game was a key medium for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Influence

Rock’s heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their studio albums. It moved well over half a million copies in its first week, while demand for their songs saw an increase significantly at a time as the industry faced decline.

Guitar Hero still motivates nimble-fingered dedication among its fans. Recently, an online personality completed an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. The song is challenging even in expert mode, not to mention performed at double speed and without missing every one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.

“The game is a fun, fantasy thing. If you play other games, it doesn't imply you should use actual weapons and go to war,” says DragonForce guitarist the artist.

DragonForce previously completed a profitable run when their hit was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall the record label calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”

In fact, the band's visibility from Guitar Hero proved so vast that it risked overshadow everything else the band has done. Recently, the track featured in a trailer for Despicable Me 4. “In the past 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 musical journey and I'm pleased we played a role of people’s lives”.

The Lasting Impact of a Iconic Controller

The best promotion, whether it’s for automobiles, apparel or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the creators felt that there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.

The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, except for a brief comeback several years later.

Games such as the fan project and newer releases have maintained the community active, with expectations of something from the founders on the way. A new studio has begun work on their first music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game following the classic?

“Our team believed those games might become like Madden where you can releases,” he remarks. “There’s so much new music that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t continue for future fans.”

BI
About the author

Brian Irwin

Eleanor is a horticulturist and food writer passionate about British heritage fruits and sustainable farming.

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