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The Iconic Game Turns 20 – The Plastic Guitar That Connected Generations Between Music Generations

Marking two decades after Guitar Hero first launched across the Atlantic, providing everyday gamers the means to feel like rock legends. Not literally, but try telling that someone who has nailed the epic four-minute instrumental break before an enthusiastic crowd of friends.

Developed by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the display in time with a song. Every sequence corresponded to particular chords, creating the sensation of an authentic live show.

The studio previously tried its hand with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising massively profitable franchise which made a remarkable impact on numerous musicians included, introducing classic bands to a new generation of younger players.

A former executive, former COO of Harmonix, remembers the early budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.

“We reproduced every song since the cost was so high,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. However, when Guitar Hero took off, album purchases airtime were going up, everyone wanted to be in.”

He continues: “One of the remarkable aspects was how many mothers and fathers reached out expressing gratitude for introducing their children to the music they adored. It became an intergenerational thing.”

Classic Rock Gains a New Audience

Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series revived classic rock back into vogue: “The game offered a bigger, younger audience. Typically this had been considered outdated material, but then when it was featured on the title and teenagers were finding it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”

In 2008, the Answer’s debut album was still not available in the US, so the game was a key medium for exposure for the band during their US tour opening for AC/DC. “The roadies had on the song during travel, and some of them recognized us from Guitar Hero,” he notes.

Major Band Titles and Lasting Impact

Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their records. It sold more than 500,000 copies upon release, while demand for Aerosmith’s music rose significantly during an era when the music business was already collapsing.

Guitar Hero continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult anthem made popular by the game – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. This track is difficult enough on the hardest setting, not to mention played at increased tempo and without missing every one of its near 4,000 notes. The streamer stated requiring nine months of practice.

“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you should pick up a real gun and enlist,” says DragonForce guitarist Herman Li.

The band previously wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains 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 says. “It exploded when we next toured, and we performed right ahead of the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing everything else the band has done. Recently, the track featured in a trailer for a major film. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.

The Lasting Legacy from the Plastic Guitar

Top-tier promotion, be it for automobiles, clothes or video games, extends beyond mere transactions – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the creators felt that there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to do it”.

Most installments were released over a mere half-decade between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, aside from a brief comeback several years later.

Titles such as the fan project and newer releases have maintained the community active, with expectations of a new product from the founders on the way. Recently formed developers has entered production on their first rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace another game in the spirit of Guitar Hero?

“Our team believed such titles could be like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”

By

Katherine Wood

A tech journalist with over a decade of experience covering digital innovations and consumer electronics trends.

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