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Guitar Hero Celebrates 20 Years – The Plastic Guitar That Bridged the Gap Between Music Fans

It has been two decades after the legendary game debuted across the Atlantic, offering players everywhere the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's mastered the epic four-minute instrumental break in front of a packed living-room audience.

Created by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues moving along the display in time with a song. Every sequence corresponded to specific notes, producing the feel of a genuine live show.

The studio previously tried its hand with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising billion-dollar franchise that had a significant influence for many of the artists included, showcasing decades-old bands to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the songs – despite the fact the first two games mostly used cover versions.

“We reproduced every song since the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and we were fairly certain the project would flop. But once the game became a hit, and record sales airtime increased, all artists desired to participate.”

He continues: “Among the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It became a multigenerational phenomenon.”

Classic Rock Finds Younger Fans

Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Lead musician the artist recalls the way the game revived older hits back into vogue: “Guitar Hero offered a larger, younger audience. Generally this had been considered music that was past it, however once it got featured on the game and teenagers were finding it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”

At that time, the band's debut album was still unreleased stateside, so Guitar Hero was a key medium of discovery for the group as they went on a North American tour opening for AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.

Major Band Titles and Lasting Impact

Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the band more money compared to their records. It sold more than half a million copies in its first week, and demand for their songs saw an increase significantly at a time when the music business was already collapsing.

The series continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. The song is challenging enough on expert mode, let alone played at increased tempo while hitting a single one of the thousands of cues. They claimed it took nine months to accomplish.

“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up a real gun and enlist,” notes musician Herman Li.

DragonForce previously wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”

In fact, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “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 – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.

The Lasting Legacy of a Plastic Guitar

Top-tier promotion, whether it’s for cars, clothes or games, goes further than selling something – it evokes a longing. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to participate”.

The majority installments came out over a mere five-year period between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.

Titles like the fan project and newer releases have maintained the community alive, with set to be a new product from the founders on the way. Recently formed developers has begun work on their first music game. The initial creators are both involved as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?

“We thought such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”

The writer

John Price

Wildlife biologist and photographer specializing in sloth behavior and rainforest ecosystems, with over a decade of field research experience.

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