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The Iconic Game at 20 – The Plastic Guitar That United the Gap Among Music Generations

It has been 20 years since Guitar Hero first launched in North America, offering players everywhere the tools to feel like a rock star. Figuratively speaking, but try telling that someone who has nailed the epic lengthy guitar solo before an enthusiastic crowd of friends.

Created by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the display synchronized to the music. Each riff corresponded to specific notes, creating the feel of an authentic live show.

The studio previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable franchise that had a remarkable influence for many of the artists included, introducing classic groups to a new generation of gaming enthusiasts.

A former executive, former COO from the developer, recalls the early budgetary hurdles in securing the recordings – even though initial releases mostly used cover versions.

“We reproduced all the music because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when the game took off, and record sales and radio play were going up, all artists desired to participate.”

He continues: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their children to the songs they adored. It became an intergenerational phenomenon.”

Classic Rock Finds Younger Fans

Irish group the Answer included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series revived older hits to the forefront: “The game offered a bigger, younger audience. Typically this had been considered outdated material, but then once it got included in the game and teenagers discovered it, suddenly it became trendy. This validated it, and got rid of the outdated tag. It gave our catalog a new life.”

At that time, the band's first record remained not available stateside, so the game was a key medium of discovery for the group during their US tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.

Major Band Titles and Lasting Influence

Rock’s heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue than any of their studio albums. It sold well over half a million units upon release, and sales of their songs rose of up to 40% at a time as the industry faced decline.

The series continues to inspire nimble-fingered dedication within the community. Recently, a streamer completed an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. This track is difficult enough on expert mode, let alone played at increased tempo and without missing every one of the thousands of cues. They stated requiring months of practice to accomplish.

“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should use actual weapons and go to war,” says DragonForce guitarist the artist.

DragonForce previously completed a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it turned them into a household name. “I remember the record label informing us that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing just before the headliners at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it has threatened to overshadow everything else the band has done. Recently, the song featured in promotional material for a major film. “In the past I felt differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, 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 from the Plastic Guitar

The best marketing, whether it’s for automobiles, clothes or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the creators felt that humans have a natural human desire to make music, and their goal was to leverage innovation to allow people to participate”.

Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including derivative titles such as the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.

Titles such as Clone Hero and newer releases have maintained the community alive, and there’s expectations of something from the original publisher on the way. Recently formed developers has entered production on its debut music game. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry in the spirit of the classic?

“Our team believed such titles could be like Madden where you can releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to persist with new generations.”

By

Tristan Christian

Liam is a passionate gamer and esports analyst with over a decade of experience in the industry.

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