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The Iconic Game Turns 20 – The Plastic Guitar That Connected the Gap Between Rock Fans

It has been two decades since the legendary game first launched in North America, giving everyday gamers the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed telling that someone who has mastered Free Bird’s four-minute instrumental break before a packed crowd of friends.

Created by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the display synchronized to the music. Each riff corresponded to particular chords, producing the sensation of a genuine performance.

The studio previously experimented in the music genre prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising billion-dollar franchise that had a remarkable impact for many of the artists included, introducing classic groups to a new generation of gaming enthusiasts.

Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges in securing the recordings – despite the fact the first two games primarily featured cover versions.

“We rerecorded every song since the cost was so high,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game became a hit, album purchases and radio play increased, everyone wanted to participate.”

He continues: “One of the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the music they loved. It became an intergenerational thing.”

Timeless Music Gains a New Audience

Northern Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game brought older hits to the forefront: “The game offered a bigger, younger audience. Generally such music was seen as music that was past it, but then when it was included in the game young people discovered it, suddenly it was cool. This validated it, eliminating the outdated tag. It provided all our music a new life.”

In 2008, the Answer’s first record was still not available stateside, so Guitar Hero was a key medium of discovery for the band as they went on US tour opening for the rock giants. “Their crew 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 capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their records. It sold well over 500,000 copies in its first week, and sales of their songs rose of up to 40% at a time when the music business faced decline.

Guitar Hero still motivates quick-handed fanaticism among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive personalization features. The song is challenging enough on the hardest setting, not to mention performed at increased tempo and without missing every one of the thousands of cues. The streamer stated requiring nine months to accomplish.

“The game offers a, fantasy thing. If you play other games, it doesn't imply you should pick up actual weapons and go to war,” says musician the artist.

DragonForce had already completed 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 our distributors informing us that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before top acts at the event.”

Indeed, the band's visibility via the game was so immense that it has threatened to overshadow all other the band has done. Last year, the track featured in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got their own path in music and I’m glad we’ve been part in fans' experiences”.

The Lasting Legacy of a Iconic Controller

Top-tier marketing, whether it’s for automobiles, clothes or video games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the co-founders believed humans have a natural human desire to make music, and their goal was to leverage innovation to allow people to participate”.

Most installments were released in just a half-decade from 2005 to 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals waned, except for a short-lived revival in 2015.

Games such as the fan project and Fortnite Festival have maintained the community active, with expectations of something from the original publisher in development. A new studio has entered work on their first music game. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?

“We thought those games might become like Madden where you can releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”

Written by

Jerome Stewart

Tech journalist and software engineer with 8 years of experience in Silicon Valley and European startups.

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