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Guitar Hero Celebrates 20 Years – The Plastic Guitar That Bridged Generations Among Rock Generations

It has been two decades after the legendary game debuted in North America, giving everyday gamers the tools to become rock legends. Not in reality, but try convincing someone who has nailed the epic lengthy instrumental break before a packed crowd of friends.

Created by the developers, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to the music. Each riff corresponded to specific notes, creating the sensation of a genuine live show.

The studio had already experimented with rhythm games prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they established the groundwork for an unlikely massively profitable series that had a significant influence on numerous of the artists featured, showcasing classic groups to a new generation of gaming enthusiasts.

Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges of licensing the songs – even though initial releases primarily featured rerecorded tracks.

“We rerecorded all the music because the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. However, when Guitar Hero became a hit, album purchases airtime increased, all artists desired to participate.”

He continues: “Among the amazing things was the number of parents got in touch expressing gratitude for exposing their kids to the songs they adored. It evolved into a multigenerational thing.”

Timeless Music Gains a New Audience

Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series brought older hits to the forefront: “The game provided a bigger, younger audience. Generally such music was seen as outdated material, but then once it got featured on the game young people were finding it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave all our music renewed popularity.”

At that time, the Answer’s first record remained unreleased stateside, meaning the game was a key medium for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their records. It sold more than half a million copies in its first week, while sales of their songs saw an increase of up to 40% at a time as the industry was already collapsing.

The series continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. The song is challenging enough on expert mode, let alone played at double speed while hitting a single one of its near 4,000 notes. The streamer stated requiring months of practice of practice.

“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you ought to pick up a real gun and enlist,” says DragonForce guitarist Herman Li.

The band previously completed a profitable run before their hit appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label informing us that our selling albums like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”

In fact, the band's visibility from Guitar Hero was so immense that it threatened to overshadow all other accomplishments. Last year, the song was used in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part of people’s lives”.

Enduring Impact from the Plastic Guitar

Top-tier promotion, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and their goal was to use technology to allow people to participate”.

The majority installments came out in just a five-year period between 2005 and 2010, including spin-offs such as DJ Hero, including a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.

Titles such as the fan project and Fortnite Festival have kept the scene active, and there’s expectations of something from the founders on the way. A new studio has entered production on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry following the classic?

“Our team believed such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”

MM
The writer

Michael Medina

Elena Garcia is a veteran game journalist with over 10 years of experience covering indie and AAA titles.

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