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The Iconic Game Turns 20 – The Plastic Guitar That Bridged Generations Between Music Generations

It has been 20 years after Guitar Hero hit the market in North America, giving players everywhere the opportunity to feel like a rock star. Figuratively speaking, but try telling that someone who's mastered the epic lengthy instrumental break in front of an enthusiastic crowd of friends.

Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to a song. Each riff mimicked particular chords, producing the feel of a genuine live show.

Harmonix had already experimented with rhythm games before partnering with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising massively profitable series that had a remarkable impact on numerous musicians featured, introducing classic bands to millions of younger players.

A former executive, former COO from the developer, remembers the early financial challenges in securing the recordings – even though initial releases primarily featured rerecorded tracks.

“We rerecorded every song because the cost prohibitive,” he explains. “Even with the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when Guitar Hero became a hit, album purchases airtime increased, everyone wanted to participate.”

He adds: “Among the amazing things was how many parents reached out and thanked us for introducing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Northern Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series brought classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Generally such music was seen as music that was past it, but then once it got featured on the title young people were finding it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”

In 2008, the Answer’s debut album remained unreleased in the US, so the game served as a primary platform of discovery for the group during their US tour opening for AC/DC. “Their crew had on Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Impact

Rock’s heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue compared to their studio albums. It sold well over 500,000 copies in its first week, while demand for their songs rose of up to 40% during an era when the music business was already collapsing.

The series continues to inspire quick-handed dedication within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. The song is difficult even in expert mode, not to mention played at double speed and without missing every one of the thousands of cues. They claimed requiring months of practice to accomplish.

“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.

The band had already completed a successful tour when their hit appeared on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of the headliners at the event.”

In fact, the band's visibility from Guitar Hero was so immense that it has risked eclipsing all other accomplishments. Recently, the song featured 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, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part in fans' experiences”.

The Lasting Legacy of a Plastic Guitar

The best marketing, be it for cars, clothes or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders believed humans have a natural urge to make music, and they wanted to use technology to allow people to participate”.

The majority installments were released over a mere half-decade between 2005 and 2010, featuring derivative titles such as the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, except for a brief comeback several years later.

Games such as the fan project and newer releases have maintained the scene alive, with expectations of a new product from the founders on the way. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game following the classic?

“We thought such titles could be like Madden allowing annual releases,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”

The writer

Desiree Patrick

A passionate storyteller and writing coach, Elena shares her journey and tips to help others find their voice in the digital age.

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