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The Iconic Game Turns 20 – The Plastic Guitar That Connected the Gap Between Rock Fans

It has been 20 years after Guitar Hero first launched across the Atlantic, offering players everywhere the opportunity to become rock legends. Not in reality, but try telling that someone who's nailed the epic four-minute instrumental break before a packed crowd of friends.

Created by Harmonix, the game gave players a guitar-shaped controller to match coloured notes moving along the screen in time with a song. Each riff mimicked particular chords, producing the feel of an authentic performance.

Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable franchise that had a significant impact on numerous of the artists included, showcasing decades-old bands to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges of licensing the recordings – despite the fact initial releases mostly used rerecorded tracks.

“We rerecorded every song because the cost was so high,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. But once the game took off, and record sales and radio play were going up, all artists desired to be in.”

He adds: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their kids to the songs they loved. It evolved into an intergenerational phenomenon.”

Timeless Music Gains a New Audience

Irish blues-rock band one featured act included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series brought older hits back into vogue: “The game provided a bigger, younger audience. Typically such music was considered music that was past it, but then once it got featured on the game young people discovered it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”

At that time, the Answer’s debut album remained not available stateside, so the game served as a primary platform for exposure for the group during their a North American tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Impact

Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on their music collections and associated lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their records. It moved well over 500,000 units upon release, and demand for Aerosmith’s music saw an increase significantly at a time when the music business faced decline.

Guitar Hero still motivates nimble-fingered fanaticism among its fans. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is challenging even in expert mode, let alone played at double speed while hitting every one of its near 4,000 notes. The streamer stated requiring months of practice of practice.

“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should use actual weapons and go to war,” says musician Herman Li.

DragonForce had already completed a profitable run before their hit was featured in the third game, yet he explains it made them a household name. “I remember our distributors calling to tell me that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game was so immense that it threatened to eclipsing all other accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I’m glad we played a role in fans' experiences”.

The Lasting Impact from the Iconic Controller

The best marketing, whether it’s for cars, apparel or games, goes further than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a rock star on the stage. From day one, the co-founders believed there’s an instinctive urge to make music, and their goal was to use technology to allow people to do it”.

The majority of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback several years later.

Titles such as Clone Hero and newer releases have maintained the community active, with set to be something from the founders on the way. A new studio has begun production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?

“We thought such titles could be similar to sports games where you can releases,” he remarks. “There’s so much new music it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”

The writer

James Hernandez

A tech enthusiast and digital strategist with over a decade of experience in analyzing emerging technologies and their impact on business and society.

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