The Iconic Game Turns 20 – The Plastic Guitar That Connected the Gap Among Music Fans

It has been two decades after the legendary game debuted in North America, providing everyday gamers the means to feel like a rock star. Not in reality, though you'd be hard-pressed telling that someone who has mastered Free Bird’s lengthy instrumental break before a packed crowd of friends.

Developed by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to the music. Every sequence corresponded to specific notes, creating the feel of a genuine performance.

Harmonix had already tried its hand in the music genre before partnering with the publisher, which was acquired by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar series which made a significant impact for many musicians featured, introducing classic bands to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the songs – despite the fact the first two games mostly used cover versions.

“We reproduced all the music because the cost prohibitive,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero took off, and record sales airtime increased, everyone wanted to be in.”

He continues: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their kids to the songs they adored. It evolved into a multigenerational thing.”

Timeless Music Finds a New Audience

Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought older hits to the forefront: “The game provided a larger, younger audience. Generally such music was seen as outdated material, but then when it was included in the game young people were finding it, abruptly it became trendy. This validated the genre, eliminating the outdated tag. It gave all our music a new life.”

In 2008, the band's debut album remained not available in the US, so the game was a key medium of discovery for the band as they went on US tour supporting AC/DC. “The roadies had on the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on their music collections and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their records. It sold more than half a million units in its first week, and sales of their songs saw an increase significantly during an era when the music business was already collapsing.

Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, a streamer completed a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. The song is challenging even in the hardest setting, let alone performed at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.

“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to pick up a real gun and go to war,” says musician the artist.

The band previously wrapped up a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it turned them into a household name. “I remember the record label informing us that our selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”

Indeed, the band's visibility from Guitar Hero proved so vast that it risked eclipsing everything else accomplishments. Last year, the song featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “If you only hear 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 Impact of a Iconic Controller

The best marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the co-founders believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to participate”.

Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a short-lived revival in 2015.

Titles like the fan project and Fortnite Festival have kept the scene active, and there’s set to be a new product from the founders on the way. A new studio has entered production on its debut rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?

“Our team believed those games could be like Madden allowing annual update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”

Mrs. Ashley Johnson
Mrs. Ashley Johnson

Outdoor enthusiast and travel writer sharing tips and stories from the Dutch wilderness.

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