The Iconic Game at 20 – The Plastic Guitar That Connected Generations Among Music Generations

Marking 20 years after the legendary game debuted in North America, giving players everywhere the tools to become rock legends. Not in reality, but try telling that anyone who has nailed Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.

Developed by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to the music. Each riff mimicked particular chords, producing the sensation of an authentic live show.

The studio had already tried its hand in the music genre before partnering with RedOctane, later purchased by the gaming giant in 2006. Together, they laid the foundations for a surprising massively profitable franchise which made a significant impact on numerous of the artists included, showcasing classic groups to a new generation of younger players.

A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the songs – despite the fact initial releases mostly used cover versions.

“We rerecorded every song because the dollar figure prohibitive,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game became a hit, and record sales and radio play were going up, all artists desired to participate.”

He adds: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their children to the music they loved. It evolved into a multigenerational phenomenon.”

Classic Rock Gains Younger Fans

Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series revived classic rock to the forefront: “Guitar Hero provided a larger, younger audience. Generally this had been considered outdated material, but then once it got included in the game young people discovered it, suddenly it became trendy. That legitimised it, eliminating the outdated label. It gave all our music renewed popularity.”

At that time, the Answer’s debut album was still not available in the US, so the game served as a primary platform of discovery for the band during their US tour opening for AC/DC. “Their crew had on the song during travel, and several recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Influence

Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and related lore, imagery and legendary status. For example, the Aerosmith edition, it was said to have made the group more money compared to their records. It moved more than 500,000 copies upon release, and demand for Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.

The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is challenging even in expert mode, let alone performed at double speed and without missing a single one of the thousands of cues. The streamer claimed it took months of practice to accomplish.

“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you should pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.

The band had already completed a profitable run when their hit was featured in the third game, but Li says it made them a household name. “I recall our distributors calling to tell me that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game was so immense that it threatened to eclipsing everything else the band has done. Last year, the song featured in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has a unique path in music and I’m glad we played a role in fans' experiences”.

The Lasting Impact from the Iconic Controller

The best marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the creators felt that there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.

Most installments came out in just a five-year period from 2005 to 2010, featuring derivative titles like the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, except for a brief comeback in 2015.

Games like the fan project and Fortnite Festival have maintained the scene active, and there’s set to be something from the founders on the way. Recently formed developers has entered production on its debut music game. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?

“We thought such titles could be similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue for future fans.”

David Fields
David Fields

Expert in online gokken en strategieën met jarenlange ervaring in de kansspelindustrie.