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The Iconic Game at 20 – The Plastic Guitar That Bridged Generations Between Rock Generations

Marking two decades since the legendary game hit the market across the Atlantic, giving everyday gamers the means to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who has mastered the epic lengthy guitar solo before a packed crowd of friends.

Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to the music. Every sequence mimicked specific notes, creating the sensation of a genuine performance.

Harmonix had already tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising massively profitable series which made a significant influence for many of the artists featured, showcasing decades-old groups to a new generation of younger players.

Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles in securing the songs – despite the fact the first two games primarily featured cover versions.

“We rerecorded every song since the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. But once Guitar Hero took off, and record sales and radio play were going up, everyone wanted to be in.”

He continues: “Among the remarkable aspects was how many parents got in touch and thanked us for exposing their children to the songs they loved. It became a multigenerational phenomenon.”

Classic Rock Gains Younger Fans

Irish group the Answer had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Typically this had been considered music that was past it, however when it was included in the title young people discovered it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”

At that time, the band's first record remained not available stateside, meaning the game was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “The roadies had on the song during travel, and several recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Impact

Rock’s biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their records. It sold well over half a million units in its first week, and sales of their songs saw an increase significantly during an era as the industry faced decline.

The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. This track is challenging enough on expert mode, not to mention performed at double speed and without missing every one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.

“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you ought to pick up actual weapons and enlist,” says DragonForce guitarist the artist.

DragonForce had already completed a successful tour before their hit appeared in the third game, yet he explains it made them a household name. “I remember the record label calling to tell me that our records were moving rapidly,” he says. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”

Indeed, the band's visibility via the game proved so vast that it has risked overshadow all other the band has done. Last year, the track was used in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, that's fine – each person has 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 marketing, be it for cars, clothes or video games, goes further mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to participate”.

Most of Guitar Hero games came out over a mere half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, including a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a brief comeback several years later.

Games such as Clone Hero and newer releases have maintained the community alive, with expectations of something from the original publisher in development. A new studio has entered production on their first music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game following Guitar Hero?

“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”

About the author

Anthony Simpson

Emma Veldhuis is a fashion journalist and sustainability advocate based in Amsterdam, exploring the intersection of style and environmental consciousness.

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