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Guitar Hero Turns 20 – The Plastic Guitar That Connected Generations Between Music Fans

It has been 20 years after Guitar Hero debuted across the Atlantic, providing players everywhere the means to feel like rock legends. Not literally, though you'd be hard-pressed telling that anyone who's nailed the epic lengthy instrumental break before an enthusiastic crowd of friends.

Created by the developers, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the display in time with the music. Each riff mimicked particular chords, creating the sensation of a genuine live show.

The studio previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable franchise which made a significant impact on numerous musicians featured, introducing decades-old bands to a new generation of younger players.

Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles in securing the recordings – even though initial releases primarily featured rerecorded tracks.

“We rerecorded all the music because the cost was so high,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero took off, album purchases and radio play increased, everyone wanted to be in.”

He adds: “One of the remarkable aspects was how many parents got in touch and thanked us for exposing their kids to the music they adored. It became an intergenerational thing.”

Classic Rock Gains a New Audience

Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game brought older hits back into vogue: “The game provided a larger, new demographic. Typically this had been considered music that was past it, however when it was featured on the title and teenagers discovered it, suddenly it became trendy. That legitimised the genre, eliminating the outdated tag. It gave our catalog renewed popularity.”

At that time, the band's debut album remained unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the group during their a North American tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.

Rock’s Heavyweight Titles Enduring Influence

Rock’s biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group more money compared to their studio albums. It moved well over half a million units in its first week, and sales of Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.

Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt featuring the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. This track is challenging even in the hardest setting, not to mention performed at double speed and without missing every one of the thousands of cues. The streamer claimed it took nine months of practice.

“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you should pick up a real gun and go to war,” says musician the artist.

The band had already wrapped up a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I remember our distributors informing us that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”

Indeed, the band's visibility via the game was so immense that it threatened to eclipsing all other the band has done. Recently, the track was used in promotional material for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has their own path in music and I’m glad we’ve been part of people’s lives”.

Enduring Impact from the Plastic Guitar

Top-tier marketing, be it for automobiles, clothes or games, goes further than selling something – it evokes a longing. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the creators believed there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to participate”.

Most installments came out over a mere five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.

Titles like the fan project and newer releases have maintained the scene alive, with expectations of a new product from the founders on the way. A new studio has begun work on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game following the classic?

“We thought such titles could be similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”

By

Ashley Turner

Maya Chen is a gaming journalist and tech enthusiast with over a decade of experience covering esports, hardware innovations, and indie game developments.

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