The Iconic Game Turns 20 – The Plastic Guitar That Bridged the Gap Among Music Fans
Marking two decades after the legendary game first launched across the Atlantic, providing everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try convincing anyone who's nailed Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Developed by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the screen synchronized to the music. Each riff mimicked particular chords, producing the sensation of a genuine performance.
Harmonix had already experimented in the music genre prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Together, they established the foundations for an unlikely billion-dollar franchise which made a remarkable impact on numerous of the artists included, introducing decades-old groups to millions of younger players.
A former executive, former COO of Harmonix, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music since the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game became a hit, and record sales airtime increased, everyone wanted to participate.”
He adds: “Among the amazing things was the number of parents got in touch and thanked us for exposing their kids to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived classic rock to the forefront: “The game provided a bigger, new demographic. Generally such music was considered music that was past it, but then when it was included in the title young people discovered it, abruptly it became trendy. This validated it, and got rid of the outdated label. It gave all our music a new life.”
In 2008, the band's debut album was still unreleased in the US, so the game served as a primary platform of discovery for the band during their US tour supporting the rock giants. “The roadies had on Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their records. It sold well over half a million units in its first week, and demand for Aerosmith’s music saw an increase of up to 40% during an era when the music business faced decline.
Guitar Hero still motivates nimble-fingered dedication among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of customisation options. The song is difficult enough on expert mode, let alone performed at increased tempo and without missing every one of the thousands of cues. They stated it took months of practice to accomplish.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you ought to use a real gun and go to war,” says DragonForce guitarist Herman Li.
The band previously completed a successful tour when Through the Fire and Flames was featured in the third game, but Li says it made them widely recognized. “I recall the record label calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it risked eclipsing everything else the band has done. 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,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I’m glad we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and they wanted to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival several years later.
Titles such as Clone Hero and newer releases have kept the scene active, and there’s set to be something from the founders on the way. A new studio has entered production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game following the classic?
“We thought such titles might become similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”