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The Iconic Game at 20 – The Plastic Guitar That United Generations Among Music Generations

It has been two decades since the legendary game hit the market in North America, providing players everywhere the opportunity to feel like a rock star. Not literally, though you'd be hard-pressed telling that someone who's nailed Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.

Developed by the developers, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with the music. Every sequence corresponded to particular chords, producing the feel of a genuine performance.

The studio had already experimented with rhythm games before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely massively profitable series that had a significant influence for many musicians included, showcasing classic groups to millions of younger players.

A former executive, former COO of Harmonix, recalls the initial budgetary hurdles in securing the recordings – despite the fact the first two games mostly used cover versions.

“We reproduced every song because the cost prohibitive,” he says. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game took off, and record sales airtime increased, all artists desired to participate.”

He adds: “Among the remarkable aspects was the number of parents reached out expressing gratitude for introducing their children to the songs they adored. It became an intergenerational phenomenon.”

Classic Rock Finds Younger Fans

Northern Irish group the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series revived older hits to the forefront: “The game provided a larger, younger audience. Typically such music was considered music that was past it, but then when it was featured on the title and teenagers were finding it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ label. It provided all our music a new life.”

In 2008, the band's first record was still unreleased stateside, so Guitar Hero served as a primary platform of discovery for the group during their US tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles and Lasting Impact

Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and related stories, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the group more money than any of their records. It moved well over half a million units upon release, and sales of their songs rose of up to 40% during an era when the music business faced decline.

Guitar Hero still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult even in expert mode, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. The streamer stated it took nine months of practice.

“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you should use a real gun and enlist,” says DragonForce guitarist the artist.

DragonForce had already completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I remember the record label informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”

Indeed, the band's visibility via the game was so immense that it threatened to eclipsing everything else accomplishments. Recently, the song was used in a trailer for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got their own path in music and I'm pleased we’ve been part in fans' experiences”.

Enduring Legacy from the Plastic Guitar

The best marketing, whether it’s for cars, clothes or games, goes further mere transactions – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the creators felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to enable everyone to do it”.

The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback in 2015.

Titles such as Clone Hero and Fortnite Festival have kept the scene active, and there’s set to be a new product from the original publisher in development. A new studio has begun work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game following the classic?

“Our team believed such titles might become similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason for it to persist with new generations.”

By

Elizabeth Flores

Experienced casino reviewer and bonus hunter from Amsterdam, sharing insider tips since 2018.

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