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The Iconic Game Turns 20 – The Plastic Guitar That Bridged the Gap Between Music Generations

Marking two decades after the legendary game first launched in North America, offering everyday gamers the means to become rock legends. Figuratively speaking, but try telling that someone who has nailed the epic lengthy instrumental break in front of an enthusiastic living-room audience.

Created by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the screen in time with the music. Every sequence mimicked particular chords, producing the feel of an authentic live show.

The studio previously tried its hand in the music genre before partnering with the publisher, which was acquired by Activision during the mid-2000s. Together, they established the foundations for a surprising billion-dollar franchise that had a significant influence for many of the artists featured, introducing classic bands to millions of gaming enthusiasts.

A former executive, ex-chief operating officer from the developer, recalls the early financial challenges in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.

“We rerecorded every song because the cost was so high,” he says. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get acts such as the Who – the publisher had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero took off, album purchases airtime were going up, all artists desired to be in.”

He continues: “Among the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It became a multigenerational thing.”

Timeless Music Finds Younger Fans

Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “The game provided a bigger, younger audience. Generally this had been seen as music that was past it, but then when it was included in the title young people discovered it, suddenly it became trendy. This validated it, eliminating the outdated label. It provided our catalog a new life.”

In 2008, the band's first record was still unreleased stateside, so the game served as a primary platform of discovery for the group during their US tour supporting AC/DC. “The roadies had on the song on the tour bus, and some of them recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Spin-offs Enduring Influence

Music's heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, visuals and legendary status. In the case of, the Aerosmith edition, it was said earned the band greater revenue than any of their records. It moved well over 500,000 copies in its first week, while sales of their songs saw an increase significantly at a time as the industry faced decline.

The series still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. This track is challenging enough on expert mode, let alone played at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months of practice.

“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and enlist,” says DragonForce guitarist the artist.

DragonForce had already completed a profitable run when Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I remember our distributors calling to tell me that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing everything else accomplishments. Recently, the track featured in promotional material for a major film. “In the past I felt differently, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.

The Lasting Legacy of a Iconic Controller

Top-tier promotion, be it for automobiles, clothes or games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to do it”.

The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, including derivative titles like DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.

Titles like Clone Hero and Fortnite Festival have maintained the community active, and there’s expectations of something from the original publisher in development. Recently formed developers has begun work on their first music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game in the spirit of the classic?

“We thought those games could be like Madden allowing annual releases,” he remarks. “There’s so much new music that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”

TN
Written by

Timothy Nelson

Jessica Hartwell is a fashion enthusiast and freelance writer with a passion for urban style and sustainable living.

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