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Guitar Hero Turns 20 – The Plastic Guitar That Bridged the Gap Between Music Fans

Marking two decades after Guitar Hero first launched across the Atlantic, providing everyday gamers the opportunity to feel like rock legends. Not in reality, but try convincing anyone who's mastered Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.

Created by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with the music. Each riff corresponded to particular chords, producing the sensation of an authentic performance.

The studio previously experimented in the music genre prior to teaming up with the publisher, which was purchased by Activision in 2006. Collaboratively, they established the groundwork for a surprising massively profitable franchise that had a significant influence for many musicians included, introducing decades-old bands to millions of younger players.

A former executive, former COO from the developer, remembers the early financial challenges of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.

“We rerecorded every song since the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. But once the game became a hit, album purchases and radio play increased, all artists desired to be in.”

He continues: “One of the amazing things was how many parents reached out and thanked us for exposing their children to the music they loved. It evolved into an intergenerational thing.”

Timeless Music Gains a New Audience

Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls how the series brought classic rock to the forefront: “The game offered a bigger, younger audience. Generally this had been seen as music that was past it, but then once it got featured on the game and teenagers were finding it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”

In 2008, the band's first record remained unreleased in the US, meaning the game was a key medium for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles and Lasting Impact

Rock’s heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their studio albums. It moved well over half a million units upon release, and demand for Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.

The series still motivates nimble-fingered dedication within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is difficult even in expert mode, let alone performed at double speed and without missing every one of its near 4,000 notes. The streamer claimed it took months of practice of practice.

“Guitar Hero offers a, fantasy thing. If you play other games, it doesn't imply you should use a real gun and enlist,” says DragonForce guitarist the artist.

The band previously completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors calling to tell me that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow everything else the band has done. Recently, the song was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “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 of people’s lives”.

Enduring Legacy of a Plastic Guitar

The best marketing, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “The excitement of being a rock star on the stage. From day one, the co-founders felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to participate”.

The majority of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a brief comeback several years later.

Titles like Clone Hero and Fortnite Festival have maintained the community alive, and there’s set to be something from the original publisher on the way. Recently formed developers has begun production on its debut music game. Original co-founders are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of Guitar Hero?

“Our team believed those games could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist for future fans.”

JH
Written by

Jaime Hernandez

A passionate gaming journalist with over a decade of experience covering console and PC gaming trends across Europe.

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