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The Iconic Game Celebrates 20 Years – The Plastic Guitar That Connected the Gap Among Music Generations

Marking two decades since the legendary game first launched in North America, giving everyday gamers the tools to feel like a rock star. Not in reality, but try convincing someone who's nailed Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.

Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the display in time with a song. Each riff mimicked particular chords, producing the sensation of an authentic live show.

Harmonix previously experimented in the music genre before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising billion-dollar series which made a significant impact for many of the artists included, introducing decades-old bands to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used cover versions.

“We reproduced all the music because the dollar figure prohibitive,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We couldn’t get acts such as the Who – the publisher had virtually no money, and we were pretty convinced it would fail. However, when the game took off, and record sales airtime increased, everyone wanted to participate.”

He continues: “One of the remarkable aspects was how many parents got in touch and thanked us for introducing their children to the songs they loved. It evolved into a multigenerational thing.”

Timeless Music Finds Younger Fans

Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Generally such music was seen as outdated material, however once it got featured on the title young people discovered it, suddenly it was cool. That legitimised the genre, and got rid of the outdated label. It provided all our music renewed popularity.”

In 2008, the band's debut album remained not available stateside, so the game served as a primary platform for exposure for the group as they went on US tour supporting AC/DC. “Their crew had on Never Too Late on the tour bus, and several knew us from Guitar Hero,” he notes.

Major Band Spin-offs and Lasting Influence

Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and related lore, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the band greater revenue compared to their studio albums. It sold more than 500,000 units in its first week, while sales of Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.

The series still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. This track is challenging enough on the hardest setting, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer claimed it took months of practice to accomplish.

“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you should pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.

DragonForce previously completed a successful tour when their hit was featured in the third game, but Li says it made them widely recognized. “I recall the record label calling to tell me that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it has threatened to overshadow all other accomplishments. Recently, the track featured in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has their own path in music and I’m glad we played a role of people’s lives”.

The Lasting Impact of a Plastic Guitar

Top-tier marketing, be it for automobiles, apparel or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. From day one, the creators felt that humans have a natural urge to make music, and they wanted to leverage innovation to allow people to participate”.

The majority installments were released in just a half-decade between 2005 and 2010, including spin-offs like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.

Games like the fan project and newer releases have kept the scene active, and there’s set to be something from the original publisher on the way. A new studio has entered work on their first music game. The initial creators are participating as special advisers. Are gamers prepared to welcome another game in the spirit of Guitar Hero?

“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”

Written by

Paul Garrett

Lena de Vries is een maritiem consultant met 15 jaar ervaring in havenlogistiek en scheepsbeheer.

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