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Guitar Hero Turns 20 – The Plastic Guitar That Bridged the Gap Between Rock Generations

Marking two decades since Guitar Hero debuted across the Atlantic, offering players everywhere the tools to become a rock star. Figuratively speaking, but try convincing anyone who's mastered the epic four-minute instrumental break before an enthusiastic living-room audience.

Developed by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to the music. Each riff corresponded to specific notes, creating the feel of a genuine live show.

The studio had already tried its hand in the music genre before partnering with the publisher, later acquired by Activision in 2006. Together, they established the foundations for an unlikely billion-dollar franchise that had a remarkable influence on numerous musicians featured, introducing decades-old bands to millions of gaming enthusiasts.

A former executive, former COO of Harmonix, recalls the initial budgetary hurdles in securing the songs – despite the fact initial releases primarily featured cover versions.

“We reproduced every song since the cost was so high,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. But once the game took off, and record sales and radio play were going up, all artists desired to participate.”

He adds: “One of the remarkable aspects was how many mothers and fathers reached out expressing gratitude for exposing their children to the songs they loved. It evolved into a multigenerational phenomenon.”

Timeless Music Finds Younger Fans

Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls the way the game revived older hits back into vogue: “The game provided a bigger, younger audience. Generally this had been seen as music that was past it, but then once it got included in the game young people discovered it, suddenly it was cool. This validated the genre, eliminating the outdated tag. It gave our catalog renewed popularity.”

In 2008, the band's first record remained not available stateside, so Guitar Hero served as a primary platform for exposure for the group during their US tour supporting AC/DC. “Their crew had on Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and related stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their records. It moved more than 500,000 copies upon release, while demand for Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.

The series continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with similar gameplay but an array of customisation options. This track is difficult enough on expert mode, not to mention performed at increased tempo and without missing a single one of the thousands of cues. They claimed it took months of practice to accomplish.

“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you ought to use a real gun and go to war,” says musician Herman Li.

The band had already completed a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors calling to tell me that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing all other accomplishments. Recently, the song featured in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “If you only hear a single track, that's fine – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.

The Lasting Impact from the Plastic Guitar

The best marketing, be it for cars, apparel or games, goes further mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to make music, and they wanted to use technology to allow people to do it”.

The majority of Guitar Hero games came out in just a half-decade between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.

Titles such as Clone Hero and Fortnite Festival have kept the community alive, and there’s expectations of a new product from the founders in development. Recently formed developers has begun production on their first music game. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?

“We thought such titles might become like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”

The writer

Brandi Green

Maya is a tech journalist and lifestyle blogger with over a decade of experience covering digital trends and cultural shifts.

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