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The Iconic Game Turns 20 – The Plastic Guitar That Bridged Generations Between Rock Fans

Marking 20 years after Guitar Hero hit the market in North America, providing everyday gamers the opportunity to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who has nailed Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.

Created by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the display synchronized to the music. Every sequence mimicked specific notes, creating the feel of a genuine live show.

Harmonix previously tried its hand in the music genre before partnering with the publisher, which was acquired by the gaming giant in 2006. Together, they established the foundations for a surprising massively profitable series that had a remarkable impact for many musicians included, introducing classic bands to a new generation of younger players.

A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the songs – despite the fact initial releases primarily featured cover versions.

“We reproduced every song because the cost was so high,” he explains. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get bands like legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. However, when Guitar Hero took off, and record sales airtime increased, all artists desired to be in.”

He continues: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their kids to the songs they loved. It became an intergenerational thing.”

Classic Rock Finds a New Audience

Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game revived classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Typically this had been considered outdated material, but then once it got included in the game young people discovered it, suddenly it became trendy. That legitimised the genre, eliminating the outdated label. It provided our catalog renewed popularity.”

At that time, the band's debut album remained not available stateside, meaning the game was a key medium of discovery for the band as they went on a North American tour opening for AC/DC. “The roadies were playing the song on the tour bus, and several knew us from Guitar Hero,” he notes.

Major Band Titles and Lasting Influence

Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and related stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly earned the group greater revenue compared to their records. It sold well over half a million units upon release, while sales of Aerosmith’s music rose significantly during an era when the music business was already collapsing.

The series continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is challenging even in expert mode, not to mention performed at increased tempo while hitting every one of its near 4,000 notes. They claimed requiring months of practice of practice.

“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you should use a real gun and enlist,” says musician the artist.

DragonForce had already completed a profitable run before their hit was featured on Guitar Hero III, but Li says it made them a household name. “I recall our distributors informing us that we were selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game was so immense that it risked overshadow all other the band has done. Recently, the track featured in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.

The Lasting Legacy of a Iconic Controller

The best promotion, be it for automobiles, clothes or games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to do it”.

The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, aside from a short-lived revival in 2015.

Games such as the fan project and newer releases have kept the scene alive, with set to be something from the founders in development. A new studio has begun work on its debut music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?

“We thought such titles might become similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain optimistic. It's entirely possible for it to continue with new generations.”

JM
Written by

Jody Mccormick

A UK-based tech analyst with over a decade of experience in digital innovation and emerging technologies, passionate about simplifying complex tech concepts.

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