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Guitar Hero at 20 – The Plastic Guitar That Bridged the Gap Between Music Generations

Marking two decades after the legendary game hit the market across the Atlantic, offering everyday gamers the means to become a rock star. Not literally, but try convincing someone who's nailed Free Bird’s lengthy guitar solo before a packed crowd of friends.

Created by the developers, the game gave players a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to a song. Each riff corresponded to particular chords, creating the feel of a genuine live show.

Harmonix previously tried its hand in the music genre before partnering with RedOctane, later purchased by the gaming giant in 2006. Together, they laid the foundations for a surprising billion-dollar franchise which made a remarkable influence on numerous musicians featured, showcasing classic bands to a new generation of younger players.

A former executive, former COO from the developer, remembers the initial financial challenges of licensing the recordings – despite the fact initial releases primarily featured cover versions.

“We rerecorded every song because the dollar figure prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when the game took off, and record sales airtime were going up, all artists desired to be in.”

He adds: “Among the amazing things was the number of mothers and fathers reached out and thanked us for exposing their kids to the songs they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Finds Younger Fans

Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series revived classic rock to the forefront: “The game offered a bigger, younger audience. Typically this had been seen as music that was past it, but then once it got featured on the game and teenagers were finding it, suddenly it became trendy. That legitimised it, and got rid of the outdated tag. It provided our catalog a new life.”

At that time, the band's debut album remained not available stateside, meaning the game served as a primary platform of discovery for the band during their a North American tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and several knew us thanks to the game,” he notes.

Major Band Spin-offs Enduring Influence

Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It moved more than half a million units in its first week, and sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.

The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical gameplay but an array of personalization features. This track is difficult enough on the hardest setting, let alone played at increased tempo while hitting every one of its near 4,000 notes. They claimed it took months of practice of practice.

“The game offers a, fantasy thing. If you play other games, that doesn’t mean you should use a real gun and enlist,” says DragonForce guitarist Herman Li.

The band previously completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors calling to tell me that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”

In fact, the band's visibility via the game proved so vast that it risked overshadow all other accomplishments. Recently, the song was used in a trailer for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “If you only hear a single track, it’s totally cool – each person has a unique path in music and I’m glad we’ve been part of people’s lives”.

The Lasting Impact of a Plastic Guitar

Top-tier marketing, whether it’s for cars, apparel or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive urge to make music, and their goal was to use technology to allow people to participate”.

Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, including spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback several years later.

Titles such as the fan project and Fortnite Festival have maintained the scene active, with expectations of something from the founders in development. A new studio has begun production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace another game in the spirit of the classic?

“Our team believed those games might become similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to persist for future fans.”

DT
By

Destiny Thompson

A passionate gaming journalist with over a decade of experience covering console and PC titles, specializing in indie game analysis and industry trends.

Stellar Games UK

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