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The Iconic Game at 20 – The Plastic Guitar That United the Gap Among Rock Generations

Marking 20 years since the legendary game hit the market across the Atlantic, providing players everywhere the means to become a rock star. Not literally, though you'd be hard-pressed telling that someone who has mastered the epic four-minute instrumental break before a packed crowd of friends.

Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the display synchronized to the music. Every sequence corresponded to particular chords, creating the sensation of a genuine performance.

Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, which was acquired by Activision in 2006. Collaboratively, they laid the groundwork for a surprising billion-dollar franchise which made a significant impact for many of the artists included, introducing classic groups to millions of younger players.

Michael Dornbrook, former COO from the developer, recalls the early financial challenges of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.

“We rerecorded every song because the cost was so high,” he says. “Despite having the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game became a hit, and record sales and radio play were going up, everyone wanted to be in.”

He continues: “Among the amazing things was the number of parents got in touch expressing gratitude for introducing their kids to the music they adored. It evolved into an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Northern Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock back into vogue: “The game offered a larger, new demographic. Typically this had been seen as outdated material, however once it got included in the title young people discovered it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”

In 2008, the band's debut album was still unreleased in the US, so the game served as a primary platform for exposure for the group during their a North American tour supporting AC/DC. “Their crew had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their studio albums. It sold well over 500,000 units upon release, while sales of Aerosmith’s music rose significantly during an era when the music business faced decline.

Guitar Hero still motivates quick-handed fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. This track is difficult enough on expert mode, let alone performed at double speed and without missing a single one of the thousands of cues. The streamer claimed it took nine months of practice.

“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to use a real gun and enlist,” notes musician Herman Li.

The band previously wrapped up a profitable run before their hit appeared in the third game, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to overshadow all other accomplishments. Last year, the track was used in a trailer for a major film. “Previously I felt differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we’ve been part in fans' experiences”.

Enduring Legacy from the Iconic Controller

Top-tier promotion, be it for cars, apparel or games, goes further than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “That thrill of being a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to do it”.

Most of Guitar Hero games came out in just a half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus on peripherals waned, except for a short-lived revival in 2015.

Titles like Clone Hero and newer releases have maintained the scene active, with set to be something from the original publisher on the way. A new studio has entered production on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?

“Our team believed those games could be like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”

The writer

Alexandra Castro

Eleanor Hartfield is a classic car journalist and historian with a passion for British motoring heritage.

British Classic Collective

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