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

Marking two decades after Guitar Hero debuted across the Atlantic, providing everyday gamers the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed convincing anyone who's nailed the epic lengthy instrumental break in front of an enthusiastic crowd of friends.

Created by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the display in time with the music. Each riff corresponded to specific notes, producing the sensation of a genuine live show.

Harmonix previously tried its hand with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series that had a remarkable influence for many musicians featured, introducing classic groups to millions of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the initial financial challenges in securing the recordings – even though the first two games mostly used rerecorded tracks.

“We rerecorded every song since the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game became a hit, and record sales airtime were going up, everyone wanted to participate.”

He continues: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for exposing their kids to the songs they adored. It evolved into a multigenerational thing.”

Classic Rock Gains Younger Fans

Irish blues-rock band the Answer had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers the way the game revived classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Typically this had been seen as music that was past it, however when it was included in the title young people were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the outdated label. It gave all our music renewed popularity.”

In 2008, the band's debut album was still unreleased in the US, meaning Guitar Hero was a key medium of discovery for the band during their a North American tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles and Lasting Impact

Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions centered around each band’s catalogue and related lore, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the group more money than any of their studio albums. It sold well over half a million units upon release, while demand for their songs rose of up to 40% during an era as the industry faced decline.

The series continues to inspire nimble-fingered dedication among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. This track is difficult enough on expert mode, let alone performed at double speed and without missing every one of its near 4,000 notes. The streamer stated it took nine months to accomplish.

“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to pick up a real gun and enlist,” notes musician the artist.

DragonForce had already wrapped up a profitable run when Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I remember the record label calling to tell me that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it risked overshadow all other accomplishments. Last year, the song featured in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.

Enduring Legacy of a Iconic Controller

Top-tier marketing, be it for automobiles, clothes or video games, goes further than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the co-founders felt that humans have a natural human desire to make music, and their goal was to leverage innovation to allow people to do it”.

The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including spin-offs like DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, except for a brief comeback in 2015.

Games like Clone Hero and newer releases have kept the scene active, with set to be a new product from the original publisher on the way. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry following the classic?

“We thought such titles could be like Madden allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”

The writer

Jonathan White

A tech journalist with over a decade of experience covering digital transformation and cybersecurity trends across Europe.

WiGlobal Online

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