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Cosmic Gaming Point

Guitar Hero at 20 – The Plastic Guitar That United the Gap Between Rock Fans

It has been 20 years since the legendary game hit the market in North America, offering everyday gamers the means to become a rock star. Not literally, but try telling that anyone who's mastered the epic four-minute instrumental break in front of an enthusiastic living-room audience.

Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the display in time with a song. Every sequence mimicked specific notes, creating the feel of a genuine live show.

Harmonix previously experimented in the music genre prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable series which made a significant impact on numerous musicians included, showcasing classic groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – despite the fact initial releases primarily featured cover versions.

“We rerecorded every song because the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game became a hit, album purchases airtime increased, all artists desired to be in.”

He continues: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their children to the songs they loved. It evolved into an intergenerational thing.”

Classic Rock Finds Younger Fans

Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series brought classic rock to the forefront: “Guitar Hero provided a larger, younger audience. Generally this had been seen as outdated material, however when it was featured on the title and teenagers were finding it, abruptly it became trendy. That legitimised the genre, eliminating the outdated tag. It gave all our music a new life.”

At that time, the Answer’s debut album remained not available stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and several knew us thanks to the game,” he notes.

Major Band Titles Enduring Influence

Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around their music collections and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band more money compared to their records. It sold more than 500,000 copies upon release, and demand for Aerosmith’s music rose of up to 40% at a time 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 of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. This track is challenging even in expert mode, not to mention played at double speed while hitting every one of the thousands of cues. They stated requiring nine months of practice.

“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” notes DragonForce guitarist the artist.

The band previously wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label informing us that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”

Indeed, the band's visibility from Guitar Hero was so immense that it has risked eclipsing all other accomplishments. Recently, the track was used in a trailer for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has their own path in music and I’m glad we played a role of people’s lives”.

The Lasting Impact from the Plastic Guitar

Top-tier promotion, be it for cars, clothes or games, goes further than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the creators believed humans have a natural human desire to make music, and their goal was to use technology to allow people to participate”.

Most installments came out over a mere five-year period between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.

Games like the fan project and Fortnite Festival have kept the scene active, and there’s set to be a new product from the original publisher in development. Recently formed developers has entered work on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers ready to embrace another game following Guitar Hero?

“Our team believed those games might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”

Written by

Jodi Patton

A passionate gamer and tech writer with over a decade of experience covering industry trends and game analysis.

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