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Guitar Hero Turns 20 – The Plastic Guitar That Connected Generations Between Rock Fans

Marking 20 years after the legendary game hit the market in North America, providing everyday gamers the tools to become rock legends. Not in reality, but try convincing anyone who's mastered the epic four-minute instrumental break in front of an enthusiastic living-room audience.

Created by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the display in time with the music. Every sequence corresponded to specific notes, producing the sensation of a genuine live show.

Harmonix had already experimented in the music genre before partnering with the publisher, which was acquired by Activision in 2006. Together, they established the groundwork for an unlikely massively profitable series that had a significant influence on numerous musicians included, showcasing classic bands to a new generation of younger players.

A former executive, former COO from the developer, remembers the initial financial challenges in securing the songs – despite the fact initial releases mostly used rerecorded tracks.

“We rerecorded every song since the cost was so high,” he says. “Even with the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. But once the game became a hit, and record sales and radio play increased, everyone wanted to participate.”

He adds: “Among the remarkable aspects was how many mothers and fathers reached out expressing gratitude for exposing their kids to the songs they loved. It became a multigenerational thing.”

Classic Rock Gains a New Audience

Irish group the Answer had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls the way the game brought older hits to the forefront: “The game offered a bigger, new demographic. Generally such music was seen as outdated material, however when it was included in the title and teenagers were finding it, suddenly it became trendy. This validated it, and got rid of the ‘dad rock’ label. It provided our catalog renewed popularity.”

At that time, the band's debut album was still not available stateside, so Guitar Hero was a key medium of discovery for the group during their US tour opening for AC/DC. “Their crew had on Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue compared to their records. It moved more than 500,000 copies upon release, and demand for Aerosmith’s music saw an increase of up to 40% at a time as the industry faced decline.

The series continues to inspire quick-handed fanaticism within the community. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. The song is challenging enough on the hardest setting, not to mention played at increased tempo and without missing a single one of the thousands of cues. They claimed it took months of practice to accomplish.

“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you should pick up a real gun and go to war,” says DragonForce guitarist Herman Li.

DragonForce previously completed a successful tour when Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I recall the record label calling to tell me that we were records were moving like crazy,” he says. “It exploded when we next toured, and we performed just before top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game was so immense that it risked overshadow all other accomplishments. Last year, the song featured in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “If you only listen to a single track, it’s totally cool – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.

The Lasting Legacy from the Iconic Controller

Top-tier marketing, be it for automobiles, clothes or video games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to do it”.

Most installments were released in just a half-decade between 2005 and 2010, including spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival several years later.

Games like Clone Hero and newer releases have maintained the scene alive, with set to be something from the founders in development. A new studio has entered work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?

“Our team believed such titles might become similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”

About the author

Nicole Harrison

A seasoned gaming analyst with over a decade of experience in the UK casino industry, specializing in strategy and regulatory trends.

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