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Guitar Hero at 20 – The Plastic Guitar That United the Gap Between Music Fans

It has been two decades since the legendary game hit the market across the Atlantic, offering players everywhere the means to feel like rock legends. Not in reality, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s lengthy instrumental break before an enthusiastic living-room audience.

Developed by the developers, the game gave players a plastic guitar peripheral to match coloured notes moving along the screen in time with the music. Each riff corresponded to particular chords, creating the sensation of an authentic live show.

Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising massively profitable series which made a significant impact on numerous musicians featured, introducing decades-old groups to a new generation of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the songs – even though the first two games primarily featured rerecorded tracks.

“We reproduced every song because the dollar figure prohibitive,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once the game took off, album purchases and radio play were going up, all artists desired to be in.”

He adds: “One of the amazing things was the number of parents reached out expressing gratitude for introducing their children to the songs they adored. It became an intergenerational phenomenon.”

Timeless Music Finds a New Audience

Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Generally this had been considered music that was past it, but then when it was featured on the game young people were finding it, abruptly it was cool. That legitimised the genre, and got rid of the outdated label. It provided all our music a new life.”

At that time, the Answer’s debut album remained unreleased in the US, so the game was a key medium of discovery for the group as they went on US tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.

Major Band Titles and Lasting Impact

Rock’s heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their records. It sold well over half a million units upon release, and demand for their songs saw an increase of up to 40% during an era when the music business was already collapsing.

The series still motivates nimble-fingered dedication among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. The song is challenging enough on expert mode, not to mention played at double speed and without missing every one of the thousands of cues. The streamer claimed it took months of practice to accomplish.

“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up a real gun and go to war,” notes DragonForce guitarist the artist.

DragonForce had already wrapped up a successful tour when their hit appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that our records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”

In fact, the band's visibility from Guitar Hero was so immense that it risked eclipsing everything else the band has done. Recently, the song was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “If you only hear a single track, that's fine – each person has a unique path in music and I'm pleased we’ve been part of people’s lives”.

The Lasting Legacy of a Plastic Guitar

The best marketing, whether it’s for automobiles, clothes or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.

The majority of Guitar Hero games came out in just a half-decade between 2005 and 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a short-lived revival in 2015.

Titles such as Clone Hero and newer releases have kept the community alive, with expectations of a new product from the original publisher in development. A new studio has begun work on their first music game. Original co-founders are participating as special advisers. Are gamers ready to embrace another game in the spirit of the classic?

“We thought such titles might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to persist for future fans.”

By

Jennifer Mcintyre

A professional blackjack player and strategy coach with over 15 years of casino experience, specializing in urban gaming scenes.

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