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Guitar Hero Celebrates 20 Years – The Plastic Guitar That United Generations Between Music Generations

Marking two decades after the legendary game first launched across the Atlantic, providing players everywhere the means to feel like rock legends. Not in reality, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.

Created by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the display in time with the music. Each riff mimicked specific notes, producing the sensation of an authentic performance.

Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising billion-dollar series that had a remarkable influence on numerous of the artists featured, showcasing decades-old bands to millions of gaming enthusiasts.

Michael Dornbrook, former COO of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – even though the first two games primarily featured rerecorded tracks.

“We reproduced all the music because the cost was so high,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero took off, album purchases airtime were going up, all artists desired to participate.”

He adds: “Among the amazing things was how many parents reached out and thanked us for exposing their kids to the music they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Northern Irish group one featured act had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon remembers the way the game revived older hits to the forefront: “Guitar Hero provided a larger, new demographic. Generally this had been seen as outdated material, but then when it was included in the title young people were finding it, abruptly it was cool. This validated the genre, and got rid of the outdated label. It provided all our music renewed popularity.”

In 2008, the Answer’s debut album was still not available stateside, meaning the game served as a primary platform for exposure for the group during their US tour supporting AC/DC. “The roadies were playing the song on the tour bus, and some of them knew us thanks to the game,” he notes.

Major Band Titles and Lasting Influence

Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group more money than any of their studio albums. It sold more than 500,000 units in its first week, and demand for Aerosmith’s music saw an increase of up to 40% at a time as the industry faced decline.

Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. This track is difficult even in the hardest setting, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. They stated it took months of practice to accomplish.

“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” notes musician Herman Li.

The band had already completed a profitable run before their hit appeared in the third game, yet he explains it made them a household name. “I recall the record label calling to tell me that we were records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else accomplishments. Recently, the track featured in promotional material for Despicable Me 4. “In the past I felt differently, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.

The Lasting Legacy from the Plastic Guitar

Top-tier promotion, be it for cars, apparel or video games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being 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 in just a five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.

Games like Clone Hero and Fortnite Festival have maintained the community active, and there’s set to be something from the founders in development. A new studio has begun production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game following the classic?

“We thought such titles could be similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason for it to persist with new generations.”

Written by

Hayley Lopez

A London-based writer and digital strategist with a passion for exploring how technology shapes modern lifestyles and cultural trends across the UK.

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