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

Marking two decades since Guitar Hero first launched in North America, providing everyday gamers the tools to become rock legends. Not literally, but try telling that someone who's nailed Free Bird’s four-minute instrumental break in front of a packed living-room audience.

Created by the developers, the game gave players a plastic guitar peripheral to match on-screen cues moving along the display synchronized to a song. Every sequence mimicked particular chords, producing the sensation of a genuine performance.

Harmonix previously tried its hand with rhythm games prior to teaming up with the publisher, later purchased by Activision in 2006. Together, they established the foundations for a surprising billion-dollar series that had a remarkable impact for many musicians featured, showcasing decades-old bands to a new generation of younger players.

A former executive, former COO from the developer, remembers the early budgetary hurdles of licensing the songs – even though the first two games primarily featured rerecorded tracks.

“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and we were pretty convinced it would fail. However, when the game became a hit, and record sales airtime increased, everyone wanted to participate.”

He adds: “Among the remarkable aspects was how many parents got in touch expressing gratitude for introducing their children to the music they loved. It became a multigenerational thing.”

Timeless Music Finds a New Audience

Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game revived older hits to the forefront: “The game offered a larger, new demographic. Generally such music was seen as music that was past it, however once it got featured on the game and teenagers were finding it, abruptly it became trendy. This validated the genre, eliminating the ‘dad rock’ tag. It provided our catalog a new life.”

At that time, the band's debut album remained not available in the US, meaning Guitar Hero was a key medium of discovery for the group as they went on a North American tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.

Major Band Spin-offs and Lasting Influence

Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the band more money compared to their studio albums. It sold well over half a million units upon release, while sales of Aerosmith’s music rose of up to 40% at a time when the music business faced decline.

The series continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult enough on the hardest setting, not to mention performed at double speed and without missing a single one of its near 4,000 notes. They stated requiring months of practice to accomplish.

“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to pick up actual weapons and go to war,” says musician the artist.

DragonForce previously wrapped up a profitable run when their hit was featured in the third game, yet he explains it made them a household name. “I recall our distributors informing us that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure via the game was so immense that it has risked overshadow everything else accomplishments. Last year, the track featured in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part of people’s lives”.

Enduring Impact from the Iconic Controller

The best promotion, be it for automobiles, clothes or games, extends beyond than selling something – it inspires a longing. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and their goal was to use technology to allow people to participate”.

Most installments were released over a mere five-year period from 2005 to 2010, including derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, except for a short-lived revival in 2015.

Titles like the fan project and Fortnite Festival have maintained the community alive, and there’s set to be a new product from the founders on the way. Recently formed developers has begun work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry following the classic?

“We thought those games might become like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain optimistic. There’s no reason for it to persist for future fans.”

The writer

Craig Garcia

Elena is a passionate food blogger and organic farming advocate with over a decade of experience in sustainable agriculture.

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