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The Iconic Game Celebrates 20 Years – The Plastic Guitar That Connected the Gap Between Rock Fans

It has been two decades since Guitar Hero first launched in North America, offering players everywhere the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s four-minute guitar solo before an enthusiastic living-room audience.

Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the screen in time with a song. Every sequence corresponded to specific notes, creating the sensation of a genuine live show.

Harmonix previously experimented in the music genre prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they laid the groundwork for an unlikely billion-dollar series that had a significant influence for many of the artists included, showcasing decades-old bands to millions of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.

“We reproduced all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, album purchases and radio play increased, all artists desired to be in.”

He continues: “One of the amazing things was how many mothers and fathers reached out and thanked us for introducing their children to the music they adored. It became an intergenerational thing.”

Classic Rock Gains Younger Fans

Irish blues-rock band one featured act included their track on the 2008 game the popular installment. Lead musician the artist recalls the way the game revived classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Generally this had been considered music that was past it, however when it was included in the title and teenagers were finding it, abruptly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”

In 2008, the band's first record was still unreleased in the US, so Guitar Hero served as a primary platform for exposure for the band during their US tour supporting the rock giants. “The roadies were playing the song on the tour bus, and several knew us from Guitar Hero,” he notes.

Major Band Titles and Lasting Impact

Music's biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their records. It sold well over 500,000 units in its first week, and demand for Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.

Guitar Hero still motivates quick-handed fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. The song is challenging even in expert mode, let alone performed at double speed and without missing a single one of the thousands of cues. The streamer stated it took months of practice of practice.

“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use a real gun and go to war,” says DragonForce guitarist Herman Li.

DragonForce previously wrapped up a successful tour before their hit was featured in the third game, but Li says it made them a household name. “I remember our distributors informing us that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”

In fact, the band's visibility from Guitar Hero was so immense that it has risked eclipsing everything else the band has done. Recently, the song featured in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” Li says. “If you only listen to a single track, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.

The Lasting Legacy from the Iconic Controller

Top-tier marketing, be it for cars, clothes or video games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to participate”.

The majority of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring spin-offs like the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a short-lived revival several years later.

Titles like the fan project and Fortnite Festival have maintained the scene alive, with set to be a new product from the founders on the way. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?

“We thought such titles could be similar to sports games where you can update every year,” he remarks. “With abundant new music that it could be evergreen, thus I remain hopeful. It's entirely possible for it to continue with new generations.”

EW
About the author

Erik Watson

A seasoned gaming journalist with over a decade of experience covering console and PC gaming trends, specializing in indie game analysis.

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