The Iconic Game at 20 – The Plastic Guitar That Bridged Generations Among Music Fans
It has been two decades after Guitar Hero hit the market in North America, providing players everywhere the opportunity to feel like a rock star. Figuratively speaking, but try telling that someone who has mastered the epic lengthy guitar solo before a packed crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to the music. Each riff corresponded to specific notes, creating the sensation of a genuine performance.
The studio previously experimented with rhythm games before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely billion-dollar series that had a significant influence on numerous musicians featured, showcasing classic groups to a new generation of younger players.
A former executive, former COO from the developer, remembers the initial financial challenges in securing the songs – even though the first two games mostly used rerecorded tracks.
“We rerecorded all the music since the cost was so high,” he says. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once the game became a hit, album purchases and radio play increased, all artists desired to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their children to the music they loved. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band one featured act included their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers the way the game brought classic rock to the forefront: “The game provided a bigger, younger audience. Typically this had been considered music that was past it, however when it was featured on the title young people were finding it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the band's debut album remained not available in the US, so the game served as a primary platform for exposure for the group as they went on a North American tour supporting AC/DC. “The roadies were playing the song during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and associated stories, imagery and legendary status. In the case of, the Aerosmith edition, it was said to have made the band greater revenue than any of their records. It sold more than half a million copies upon release, while demand for their songs rose of up to 40% during an era when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, a streamer 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 and extensive personalization features. The song is difficult enough on the hardest setting, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. They stated it took nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should use actual weapons and go to war,” says musician the artist.
The band previously wrapped up a successful tour when Through the Fire and Flames appeared 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 shares. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it risked overshadow everything else accomplishments. Last year, the song was used in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best promotion, be it for automobiles, apparel or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to enable everyone to do it”.
The majority installments came out over a mere half-decade from 2005 to 2010, including derivative titles like the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival several years later.
Games like Clone Hero and newer releases have maintained the scene active, with expectations of something from the founders in development. Recently formed developers has begun production on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game following Guitar Hero?
“We thought those games could be like Madden where you can update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”