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The Iconic Game Turns 20 – The Plastic Guitar That Connected the Gap Among Rock Generations

It has been 20 years after Guitar Hero hit the market across the Atlantic, offering players everywhere the opportunity to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who has nailed the epic four-minute guitar solo before a packed living-room audience.

Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the display synchronized to the music. Each riff corresponded to particular chords, producing the feel of an authentic live show.

The studio previously tried its hand in the music genre before partnering with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable series that had a significant influence for many musicians featured, showcasing decades-old bands to millions of gaming enthusiasts.

A former executive, former COO from the developer, recalls the early budgetary hurdles of licensing the songs – despite the fact initial releases primarily featured cover versions.

“We rerecorded every song because the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game became a hit, and record sales airtime increased, everyone wanted to participate.”

He adds: “One of the remarkable aspects was the number of mothers and fathers got in touch and thanked us for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Northern Irish group one featured act included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “The game provided a bigger, younger audience. Typically this had been considered outdated material, however once it got featured on the title young people were finding it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”

At that time, the Answer’s debut album remained not available in the US, meaning the game served as a primary platform of discovery for the band during their a North American tour supporting AC/DC. “The roadies were playing the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.

Major Band Titles and Lasting Influence

Music's heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their studio albums. It sold well over 500,000 copies upon release, while demand for their songs saw an increase of up to 40% during an era as the industry faced decline.

The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of personalization features. The song is challenging enough on the hardest setting, let alone performed at double speed and without missing a single one of the thousands of cues. The streamer stated requiring months of practice to accomplish.

“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you ought to use actual weapons and go to war,” notes musician Herman Li.

The band had already completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label calling to tell me that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”

Indeed, the band's visibility from Guitar Hero was so immense that it threatened to overshadow all other the band has done. Recently, the song featured in a trailer for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.

Enduring Legacy of a Plastic Guitar

The best promotion, be it for automobiles, clothes or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the creators believed there’s an instinctive urge 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 five-year period between 2005 and 2010, featuring spin-offs like the DJ version, including a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.

Titles such as the fan project and newer releases have maintained the scene alive, with set to be a new product from the founders in development. Recently formed developers has entered production on their first music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome another game following the classic?

“Our team believed such titles might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”

CM
Written by

Crystal Morgan

A passionate gamer and tech writer with over a decade of experience covering the gaming industry and analyzing game mechanics.

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