The Iconic Game Turns 20 – The Plastic Guitar That United Generations Between Rock Generations
It has been 20 years after the legendary game first launched across the Atlantic, giving players everywhere the tools to feel like rock legends. Figuratively speaking, but try convincing anyone who's mastered Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the display in time with a song. Each riff mimicked specific notes, creating the sensation of a genuine live show.
Harmonix previously experimented with rhythm games before partnering with RedOctane, later acquired by Activision during the mid-2000s. Together, they laid the foundations for an unlikely massively profitable franchise which made a significant influence for many of the artists included, introducing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles of licensing the songs – despite the fact initial releases primarily featured cover versions.
“We rerecorded every song because the cost was so high,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. But once the game became a hit, album purchases airtime increased, all artists desired to be in.”
He continues: “One of the remarkable aspects was how many parents reached out and thanked us for exposing their kids to the songs they loved. It became a multigenerational thing.”
Timeless Music Gains a New Audience
Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game brought older hits to the forefront: “Guitar Hero provided a larger, younger audience. Generally such music was considered music that was past it, but then once it got included in the game young people discovered it, abruptly it was cool. This validated it, eliminating the outdated tag. It provided our catalog renewed popularity.”
At that time, the Answer’s debut album was still unreleased in the US, so Guitar Hero was a key medium for exposure for the group as they went on US tour supporting the rock giants. “The roadies were playing the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Influence
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their records. It sold more than half a million units in its first week, while demand for their songs rose of up to 40% during an era as the industry faced decline.
The series continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult even in the hardest setting, let alone played at double speed while hitting a single one of its near 4,000 notes. They stated it took nine months of practice.
“The game offers a, imaginary experience. If you play other games, it doesn't imply you ought to use a real gun and go to war,” notes musician Herman Li.
DragonForce had already wrapped up a profitable run before their hit appeared in the third game, yet he explains it made them 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 performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow everything else accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
The best promotion, be it for automobiles, clothes or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to do it”.
The majority installments came out in just a half-decade between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, aside from a short-lived revival in 2015.
Titles such as the fan project and Fortnite Festival have maintained the scene active, and there’s expectations of a new product from the founders in development. A new studio has entered production on their first rhythm-based title. The initial creators are participating as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?
“Our team believed those games could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to persist for future fans.”