🔗 Share this article The Iconic Game at 20 – The Plastic Guitar That United the Gap Among Music Generations It has been two decades after the legendary game hit the market in North America, giving players everywhere the opportunity to feel like a rock star. Not literally, but try convincing anyone who's nailed Free Bird’s lengthy instrumental break in front of an enthusiastic crowd of friends. Developed by the developers, the game gave players a plastic guitar peripheral to match coloured notes moving along the display in time with a song. Each riff corresponded to particular chords, producing the sensation of an authentic live show. The studio had already tried its hand in the music genre before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable series that had a remarkable impact for many musicians featured, showcasing decades-old bands to a new generation of gaming enthusiasts. A former executive, former COO from the developer, recalls the initial financial challenges of licensing the recordings – even though the first two games mostly used rerecorded tracks. “We rerecorded every song since the dollar figure was so high,” he explains. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, album purchases airtime were going up, everyone wanted to participate.” He adds: “One of the remarkable aspects was the number of parents got in touch and thanked us for exposing their children to the songs they adored. It evolved into an intergenerational thing.” Timeless Music Gains Younger Fans Northern Irish group one featured act included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “The game offered a bigger, new demographic. Generally such music was considered music that was past it, but then when it was included in the game and teenagers discovered it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.” At that time, the band's debut album was still not available in the US, so the game served as a primary platform of discovery for the band as they went on US tour supporting the rock giants. “Their crew had on the song on the tour bus, and several recognized us thanks to the game,” he notes. Major Band Spin-offs and Lasting Influence Rock’s heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It sold well over 500,000 units upon release, and sales of their songs rose of up to 40% during an era when the music business faced decline. Guitar Hero continues to inspire quick-handed dedication within the community. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is challenging enough on the hardest setting, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish. “Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you ought to pick up actual weapons and enlist,” notes musician the artist. The band previously wrapped up a profitable run when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them a household name. “I recall the record label calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.” Indeed, the band's visibility via the game proved so vast that it risked eclipsing everything else the band has done. Recently, the track featured in promotional material for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”. The Lasting Impact of a Plastic Guitar Top-tier promotion, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a rock star on the stage. Since the beginning, the creators believed there’s an instinctive urge to make music, and they wanted to leverage innovation to enable everyone to do it”. Most installments were released over a mere half-decade between 2005 and 2010, featuring derivative titles like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later. Titles such as the fan project and newer releases have kept the scene active, and there’s expectations of something from the original publisher on the way. Recently formed developers has entered work on its debut music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero? “We thought such titles could be similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t persist with new generations.”