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

It has been two decades after the legendary game debuted in North America, providing players everywhere the means to become rock legends. Not literally, though you'd be hard-pressed telling that anyone who's mastered Free Bird’s lengthy instrumental break in front of a packed living-room audience.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with the music. Each riff mimicked specific notes, creating the feel of a genuine live show.

The studio had already tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant in 2006. Together, they laid the foundations for a surprising massively profitable franchise that had a remarkable influence for many of the artists included, showcasing classic groups to millions of younger players.

Michael Dornbrook, former COO from the developer, remembers the early financial challenges in securing the songs – despite the fact the first two games primarily featured cover versions.

“We rerecorded every song since the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game took off, and record sales airtime increased, everyone wanted to participate.”

He continues: “Among the remarkable aspects was the number of parents reached out expressing gratitude for introducing their kids to the songs they loved. It became a multigenerational thing.”

Classic Rock Finds a New Audience

Northern Irish group one featured act had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Typically this had been considered outdated material, but then when it was included in the game and teenagers discovered it, suddenly it was cool. This validated it, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”

At that time, the band's first record remained unreleased in the US, so the game served as a primary platform for exposure for the group as they went on a North American tour opening for the rock giants. “The roadies had on Never Too Late during travel, and several recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Impact

Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue compared to their records. It moved well over half a million copies in its first week, while sales of their songs rose significantly at a time as the industry was already collapsing.

The series continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics 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 the thousands of cues. The streamer stated it took months of practice to accomplish.

“The game is a fun, imaginary experience. If you play other games, it doesn't imply you should pick up actual weapons and go to war,” notes DragonForce guitarist the artist.

DragonForce previously completed a profitable run when Through the Fire and Flames appeared in the third game, but Li says it turned them into widely recognized. “I recall our distributors informing us that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to eclipsing all other the band has done. Recently, the track was used in promotional material for a major film. “In the past I felt differently, but I’ve made peace with it,” Li says. “Should you just listen to 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

Top-tier marketing, be it for cars, clothes or video games, goes further than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the creators felt that there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to do it”.

The majority installments came out over a mere half-decade from 2005 to 2010, including derivative titles like the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a brief comeback several years later.

Games such as Clone Hero and Fortnite Festival have kept the community alive, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome another game in the spirit of the classic?

“Our team believed those games could be like Madden allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to persist with new generations.”

The writer

Thomas Diaz

A passionate gamer and tech writer with over 10 years of experience covering esports and gaming hardware trends.

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