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

It has been 20 years after Guitar Hero debuted across the Atlantic, providing everyday gamers the means to feel like a rock star. Not literally, though you'd be hard-pressed telling that anyone who's nailed the epic four-minute instrumental break in front of an enthusiastic crowd of friends.

Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with a song. Every sequence mimicked specific notes, creating the feel of an authentic live show.

The studio had already tried its hand with rhythm games prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Together, they established the foundations for an unlikely massively profitable series which made a significant influence on numerous of the artists included, introducing decades-old groups to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the songs – despite the fact the first two games mostly used cover versions.

“We reproduced all the music because the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was pretty convinced it would fail. But once the game took off, and record sales airtime were going up, all artists desired to participate.”

He adds: “Among the remarkable aspects was the number of parents got in touch and thanked us for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Irish group the Answer had Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls the way the game brought classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Typically such music was seen as outdated material, however when it was included in the title young people discovered it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It provided all our music a new life.”

At that time, the Answer’s debut album was still not available stateside, meaning Guitar Hero served as a primary platform of discovery for the band during their US tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.

Major Band Spin-offs and Lasting Influence

Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their studio albums. It sold more than 500,000 units in its first week, while sales of their songs saw an increase of up to 40% during an era as the industry was already collapsing.

The series still motivates quick-handed dedication within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. The song is challenging enough on expert mode, not to mention performed at double speed while hitting every one of its near 4,000 notes. They stated requiring months of practice to accomplish.

“The game offers a, fantasy thing. If you play other games, it doesn't imply you ought to use a real gun and go to war,” says DragonForce guitarist Herman Li.

The band previously wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”

In fact, the band's visibility from Guitar Hero proved so vast that it has threatened to eclipsing everything else the band has done. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – each person has their own path in music and I’m glad we played a role in fans' experiences”.

The Lasting Legacy from the Plastic Guitar

The best promotion, be it for cars, apparel or games, goes further mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a rock star on the stage. From day one, the co-founders believed humans have a natural human desire to create songs, and they wanted to use technology to allow people to participate”.

Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.

Titles like Clone Hero and newer releases have kept the scene alive, and there’s set to be a new product from the original publisher in development. Recently formed developers has entered work on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry following the classic?

“Our team believed those games could be like Madden allowing annual releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”

JG
The writer

John Green

A tech journalist with over a decade of experience covering UK startups and digital transformation, passionate about emerging technologies.

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