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Guitar Hero Celebrates 20 Years – The Plastic Guitar That Bridged the Gap Between Music Fans

It has been two decades after the legendary game first launched across the Atlantic, offering players everywhere the means to feel like a rock star. Figuratively speaking, but try telling that anyone who has nailed the epic lengthy instrumental break before a packed crowd of friends.

Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the screen in time with the music. Each riff mimicked specific notes, creating the feel of a genuine live show.

Harmonix previously tried its hand with rhythm games before partnering with the publisher, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising massively profitable franchise which made a remarkable influence on numerous musicians featured, introducing classic groups to millions of younger players.

A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – even though the first two games primarily featured cover versions.

“We rerecorded every song since the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, album purchases airtime increased, everyone wanted to participate.”

He continues: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their children to the songs they loved. It became a multigenerational phenomenon.”

Classic Rock Gains Younger Fans

Irish group one featured act included their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series brought classic rock back into vogue: “Guitar Hero offered a larger, new demographic. Generally this had been seen as music that was past it, but then when it was featured on the game young people were finding it, abruptly it became trendy. That legitimised it, eliminating the outdated tag. It gave all our music a new life.”

At that time, the Answer’s first record remained unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the band during their a North American tour opening for AC/DC. “Their crew had on the song during travel, and several recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles Enduring Influence

Rock’s biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the group more money than any of their records. It sold more than half a million units in its first week, and demand for Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.

The series continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. The song is challenging even in the hardest setting, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.

“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” says musician Herman Li.

DragonForce had already completed a profitable run before their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors calling to tell me that our records were moving rapidly,” he says. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”

Indeed, the band's visibility via the game proved so vast that it threatened to overshadow everything else accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has their own path in music and I'm pleased we played a role in fans' experiences”.

The Lasting Impact from the Plastic Guitar

Top-tier marketing, whether it’s for automobiles, clothes or games, goes further than selling something – it evokes a longing. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to allow people to do it”.

The majority of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.

Titles such as Clone Hero and newer releases have kept the community alive, with set to be a new product from the founders on the way. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Is the world ready to embrace a new entry in the spirit of Guitar Hero?

“We thought such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible for it to continue with new generations.”

Written by

John Morgan

A gaming technology expert with over a decade of experience in casino software development and industry trends.

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