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

It has been 20 years since Guitar Hero first launched across the Atlantic, offering everyday gamers the means to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who has mastered the epic lengthy instrumental break before a packed crowd of friends.

Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the display synchronized to the music. Each riff mimicked specific notes, creating the feel of a genuine live show.

Harmonix previously experimented with rhythm games before partnering with RedOctane, later acquired by Activision during the mid-2000s. Together, they laid the groundwork for an unlikely billion-dollar franchise which made a remarkable influence on numerous of the artists included, showcasing classic bands to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.

“We rerecorded every song because the cost prohibitive,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game took off, and record sales and radio play increased, all artists desired to participate.”

He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their children to the songs they adored. It evolved into a multigenerational phenomenon.”

Classic Rock Finds a New Audience

Irish blues-rock band the Answer included their track on the 2008 game the popular installment. Lead musician the artist remembers how the series brought classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Typically this had been seen as outdated material, but then once it got included in the title young people discovered it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”

At that time, the band's first record remained unreleased stateside, meaning the game was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “Their crew had on the song during travel, and several recognized us from Guitar Hero,” he notes.

Major Band Titles and Lasting Influence

Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band greater revenue 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 as the industry faced decline.

The series continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is difficult enough on the hardest setting, let alone played at double speed and without missing every one of its near 4,000 notes. The streamer stated it took nine months to accomplish.

“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and enlist,” says DragonForce guitarist the artist.

The band had already wrapped up a profitable run when their hit was featured in the third game, yet he explains it turned them into a household name. “I recall the record label calling to tell me that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure via the game was so immense that it threatened to overshadow all other the band has done. Last year, the song featured in promotional material for a major film. “In the past I thought differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.

Enduring Legacy from the Plastic Guitar

Top-tier marketing, be it for automobiles, clothes or games, extends beyond than selling something – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a music icon on the stage. Since the beginning, the creators believed humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to do it”.

Most installments came out over a mere five-year period between 2005 and 2010, including derivative titles such as the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.

Titles such as the fan project and newer releases have kept the community alive, and there’s expectations of something from the founders in development. Recently formed developers has entered production on their first rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game following the classic?

“Our team believed such titles could be like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t persist with new generations.”

Written by

Kimberly Fowler

A Toronto-based fashion journalist and cultural analyst with a passion for uncovering emerging trends and sustainable style.

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