🔗 Share this article The Iconic Game Celebrates 20 Years – The Plastic Guitar That Bridged Generations Among Rock Generations It has been 20 years after the legendary game first launched across the Atlantic, offering everyday gamers the means to become rock legends. Not literally, but try convincing anyone who has mastered the epic four-minute guitar solo before an enthusiastic living-room audience. Developed by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the display in time with the music. Each riff corresponded to particular chords, creating the sensation of a genuine performance. The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise which made a significant impact for many musicians included, showcasing classic groups to millions of gaming enthusiasts. A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the recordings – despite the fact the first two games mostly used cover versions. “We rerecorded all the music because the dollar figure was so high,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to be in.” He adds: “One of the amazing things was how many parents got in touch expressing gratitude for exposing their kids to the songs they loved. It evolved into a multigenerational phenomenon.” Timeless Music Finds Younger Fans Northern Irish group one featured act had Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers how the series revived classic rock back into vogue: “Guitar Hero offered a bigger, younger audience. Typically such music was seen as outdated material, however once it got included in the game young people discovered it, suddenly it was cool. This validated the genre, and got rid of the outdated label. It provided all our music renewed popularity.” In 2008, the Answer’s debut album remained not available in the US, so the game was a key medium of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and several recognized us thanks to the game,” Mahon says. Major Band Titles and Lasting Impact Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and associated stories, imagery and legendary status. In the case of, the Aerosmith edition, reportedly earned the group greater revenue compared to their studio albums. It sold well over 500,000 copies upon release, while sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry was already collapsing. Guitar Hero still motivates nimble-fingered dedication among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is challenging even in expert mode, let alone performed at double speed while hitting every one of its near 4,000 notes. They claimed requiring months of practice of practice. “The game is a fun, fantasy thing. Just as with other games, it doesn't imply you should pick up a real gun and enlist,” notes musician the artist. The band previously wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall our distributors informing us that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.” In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow all other accomplishments. Last year, the song was used in promotional material for a major film. “Previously I felt differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”. The Lasting Legacy from the Iconic Controller The best promotion, whether it’s for cars, apparel or games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the creators believed humans have a natural urge to create songs, and their goal was to use technology to allow people to participate”. Most installments were released over a mere half-decade from 2005 to 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival several years later. Games such as Clone Hero and newer releases have kept the community active, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has entered work on its debut music game. The initial creators are both involved as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero? “Our team believed those games could be like Madden allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”