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

It has been 20 years after the legendary game debuted across the Atlantic, providing everyday gamers the opportunity to feel like rock legends. Not literally, but try convincing someone who has mastered Free Bird’s four-minute instrumental break before a packed living-room audience.

Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to the music. Each riff mimicked specific notes, producing the feel of a genuine live show.

The studio had already tried its hand in the music genre before partnering with the publisher, which was purchased by Activision during the mid-2000s. Together, they established the groundwork for a surprising massively profitable franchise which made a remarkable impact for many musicians included, introducing classic groups to millions of younger players.

A former executive, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the songs – even though initial releases primarily featured cover versions.

“We rerecorded every song since the cost was so high,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales and radio play 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 exposing their kids to the music they adored. It became an intergenerational thing.”

Classic Rock Finds Younger Fans

Irish blues-rock band the Answer had their track on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series revived older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Generally such music was seen as music that was past it, but then once it got featured on the title and teenagers discovered it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”

In 2008, the band's first record was still unreleased stateside, so the game was a key medium of discovery for the group as they went on US tour supporting the rock giants. “The roadies were playing the song during travel, and several knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Impact

Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and associated lore, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the group greater revenue compared to their studio albums. It moved more than half a million copies in its first week, while demand for Aerosmith’s music rose of up to 40% at a time as the industry faced decline.

The series still motivates quick-handed dedication within the community. Recently, a streamer completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. The song is challenging enough on the hardest setting, let alone played at double speed while hitting a single one of its near 4,000 notes. They claimed requiring nine months to accomplish.

“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up a real gun and go to war,” says DragonForce guitarist the artist.

The band previously wrapped up a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it turned them into widely recognized. “I remember the record label informing us that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”

Indeed, DragonForce’s exposure via the game proved so vast that it has risked eclipsing everything else accomplishments. Recently, the track was used in a trailer for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “If you only hear 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 promotion, whether it’s for cars, apparel or games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders felt that humans have a natural urge to create songs, and they wanted to use technology to allow people to participate”.

Most of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.

Titles like the fan project and Fortnite Festival have maintained the scene alive, with expectations of something from the original publisher in development. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?

“Our team believed those games might become like Madden allowing annual releases,” he remarks. “With abundant new music it could remain perennially popular, thus I remain hopeful. There’s no reason for it to persist for future fans.”

The writer

Amanda Wiley

Lena is a seasoned urban explorer and freelance writer passionate about uncovering city secrets.

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