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Guitar Hero Celebrates 20 Years – The Plastic Guitar That Connected the Gap Among Rock Generations

It has been two decades after Guitar Hero debuted across the Atlantic, providing players everywhere the tools to feel like rock legends. Not literally, but try telling that anyone who has nailed Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the display synchronized to the music. Each riff corresponded to particular chords, creating the feel of an authentic live show.

The studio previously experimented in the music genre before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar franchise which made a remarkable impact on numerous musicians included, introducing classic groups to a new generation of younger players.

A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the recordings – even though the first two games mostly used rerecorded tracks.

“We reproduced every song because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero took off, and record sales and radio play were going up, all artists desired to be in.”

He adds: “One of the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their children to the music they adored. It became a multigenerational thing.”

Timeless Music Gains Younger Fans

Northern Irish group one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Typically such music was considered music that was past it, but then when it was included in the game and teenagers were finding it, abruptly it was cool. This validated it, eliminating the outdated tag. It gave all our music renewed popularity.”

In 2008, the Answer’s first record was still not available in the US, meaning the game served as a primary platform for exposure for the band as they went on a North American tour opening for AC/DC. “The roadies had on the song during travel, and some of them knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Influence

Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their records. It moved more than half a million copies in its first week, and sales of their songs saw an increase of up to 40% at a time when the music business faced decline.

The series continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. The song is challenging even in expert mode, let alone performed at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated it took nine months to accomplish.

“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you ought to use a real gun and enlist,” notes DragonForce guitarist the artist.

DragonForce previously wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors informing us that our records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game proved so vast that it threatened to overshadow all other accomplishments. Recently, the song featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.

Enduring Legacy of a Plastic Guitar

The best promotion, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and their goal was to use technology to allow people to do it”.

The majority installments were released in just a five-year period from 2005 to 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, aside from a brief comeback several years later.

Titles such as the fan project and Fortnite Festival have maintained the scene active, with set to be something from the original publisher in development. A new studio has entered production on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace another game following the classic?

“We thought such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”

The writer

Lisa Abbott

A passionate gamer and tech writer with over a decade of experience covering indie and AAA titles across multiple platforms.

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