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Guitar Hero Turns 20 – The Plastic Guitar That Connected Generations Between Rock Generations

Marking 20 years after the legendary game hit the market across the Atlantic, offering players everywhere the opportunity to feel like rock legends. Not literally, though you'd be hard-pressed telling that someone who has mastered the epic four-minute guitar solo in front of a packed living-room audience.

Created by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes moving along the screen synchronized to the music. Each riff corresponded to particular chords, creating the sensation of an authentic live show.

The studio previously experimented in the music genre before partnering with the publisher, later acquired by Activision during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar franchise that had a significant impact on numerous musicians featured, showcasing classic groups to millions of gaming enthusiasts.

Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges in securing the recordings – despite the fact initial releases mostly used rerecorded tracks.

“We reproduced all the music because the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. But once the game took off, and record sales airtime were going up, all artists desired to be in.”

He continues: “One of the amazing things was how many mothers and fathers got in touch and thanked us for introducing their children to the music they loved. It became a multigenerational thing.”

Classic Rock Finds Younger Fans

Irish blues-rock band the Answer had their track in the 2008 release the popular installment. Lead musician the artist remembers how the series revived older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Typically such music was seen as music that was past it, but then when it was included in the title young people discovered it, abruptly it became trendy. That legitimised the genre, eliminating the outdated label. It provided our catalog renewed popularity.”

At that time, the band's debut album remained not available in the US, so the game was a key medium of discovery for the group during their a North American tour opening for the rock giants. “Their crew had on Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Influence

Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around their music collections and associated lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue compared to their studio albums. It sold well over 500,000 units upon release, and demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.

Guitar Hero continues to inspire quick-handed dedication within the community. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is challenging enough on the hardest setting, let alone performed at increased tempo and without missing every one of the thousands of cues. They claimed it took nine months to accomplish.

“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you should pick up a real gun and go to war,” says DragonForce guitarist the artist.

The band previously completed a profitable run before their hit appeared in the third game, but Li says it turned them into a household name. “I remember the record label calling to tell me that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.”

In fact, the band's visibility via the game proved so vast that it has threatened to eclipsing all other the band has done. Recently, the track featured in a trailer for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – each person has a unique path in music and I’m glad we played a role of people’s lives”.

The Lasting Impact from the Iconic Controller

The best marketing, be it for cars, apparel or games, goes further than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders believed humans have a natural human desire to make music, and they wanted to use technology to enable everyone to participate”.

The majority of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.

Titles like the fan project and Fortnite Festival have maintained the community active, and there’s expectations of something from the original publisher in development. Recently formed developers has begun work on its debut music game. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?

“Our team believed such titles might become like Madden allowing annual releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”

Written by

Sandra Rice

A digital strategist and writer passionate about global trends, with over a decade of experience in tech and business journalism.

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