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

Marking 20 years after the legendary game first launched across the Atlantic, giving everyday gamers the means to feel like a rock star. Not in reality, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.

Developed by Harmonix, the game gave players a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Every sequence mimicked particular chords, producing the sensation of a genuine live show.

Harmonix had already tried its hand with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising billion-dollar series which made a remarkable influence on numerous musicians included, showcasing classic bands to a new generation of younger players.

Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges of licensing the songs – despite the fact initial releases mostly used cover versions.

“We reproduced all the music since the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when the game took off, album purchases airtime increased, all artists desired to be in.”

He continues: “Among the amazing things was how many parents got in touch expressing gratitude for exposing their children to the music they adored. It became a multigenerational thing.”

Timeless Music Finds a New Audience

Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Generally this had been seen as outdated material, but then when it was included in the game young people discovered it, suddenly it became trendy. This validated the genre, eliminating the outdated label. It provided all our music renewed popularity.”

At that time, the band's debut album was still unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the group during their a North American tour supporting the rock giants. “Their crew had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.

Major Band Titles and Lasting Impact

Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue compared to their studio albums. It moved more than half a million units in its first week, and sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.

Guitar Hero still motivates quick-handed dedication among its fans. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay but an array of personalization features. The song is difficult enough on expert mode, let alone played at double speed and without missing every one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.

“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you should use actual weapons and enlist,” says musician the artist.

DragonForce had already completed a successful tour when their hit appeared in the third game, yet he explains it turned them into a household name. “I recall our distributors calling to tell me that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed just before top acts at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing all other the band has done. Recently, the track was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear a single track, it’s totally cool – everyone’s got their own musical journey and I’m glad we played a role of people’s lives”.

The Lasting Impact from the Iconic Controller

The best promotion, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders 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 were released in just a half-decade from 2005 to 2010, including spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.

Titles like the fan project and newer releases have maintained the scene active, with expectations of something from the original publisher in development. A new studio has begun work on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?

“Our team believed those games might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”

Written by

Joseph Henry

Elara Vance is a London-based art critic and curator with over a decade of experience in visual arts and cultural commentary.

Vision Culture UK

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