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Guitar Hero Celebrates 20 Years – The Plastic Guitar That Bridged Generations Among Music Generations

It has been two decades since Guitar Hero debuted in North America, providing players everywhere the opportunity to feel like a rock star. Figuratively speaking, but try convincing someone who has mastered the epic lengthy guitar solo in front of a packed living-room audience.

Developed by the developers, the game gave players a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to a song. Every sequence corresponded to specific notes, creating the feel of a genuine performance.

Harmonix previously experimented with rhythm games prior to teaming up with the publisher, which was acquired by Activision in 2006. Together, they laid the foundations for a surprising massively profitable franchise which made a significant impact on numerous musicians featured, introducing classic bands to a new generation of younger players.

A former executive, former COO from the developer, recalls the initial budgetary hurdles of licensing the songs – even though the first two games primarily featured cover versions.

“We reproduced every song because the cost was so high,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to participate.”

He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for introducing their children to the music they adored. It became an intergenerational thing.”

Timeless Music Finds a New Audience

Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls how the series revived older hits to the forefront: “Guitar Hero offered a larger, new demographic. Typically this had been considered music that was past it, but then when it was included in the title and teenagers discovered it, abruptly it was cool. This validated it, and got rid of the outdated tag. It gave all our music renewed popularity.”

At that time, the band's debut album was still unreleased stateside, meaning Guitar Hero served as a primary platform for exposure for the band as they went on a North American tour supporting the rock giants. “The roadies were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Influence

Rock’s heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and related stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the group more money compared to their records. It sold more than half a million units in its first week, and sales of their songs rose of up to 40% at a time when the music business faced decline.

Guitar Hero still motivates nimble-fingered dedication within the community. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. The song is difficult enough on the hardest setting, let alone played at increased tempo while hitting every one of the thousands of cues. They claimed requiring nine months to accomplish.

“The game offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” says DragonForce guitarist Herman Li.

The band had already completed a profitable run when their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall the record label informing us that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”

In fact, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow everything else the band has done. Last year, the song was used in a trailer for a major film. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, that's fine – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.

Enduring Legacy from the Plastic Guitar

Top-tier marketing, whether it’s for cars, clothes or games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to participate”.

The majority of Guitar Hero games came out in just a half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.

Games like Clone Hero and newer releases have maintained the community alive, with expectations of a new product from the founders on the way. A new studio has entered production on its debut rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry following the classic?

“We thought those games might become like Madden where you can releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”

By

Sharon Haynes

Aerospace engineer and science communicator passionate about making space accessible to everyone.

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