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Guitar Hero Celebrates 20 Years – The Plastic Guitar That Bridged the Gap Between Music Generations

It has been two decades since the legendary game debuted in North America, giving everyday gamers the tools to become a rock star. Not in reality, but try telling that someone who's nailed the epic four-minute instrumental break before an enthusiastic living-room audience.

Developed by Harmonix, the game gave players a plastic guitar peripheral to match on-screen cues moving along the screen in time with a song. Every sequence mimicked particular chords, creating the sensation of an authentic live show.

Harmonix previously tried its hand with rhythm games prior to teaming up with the publisher, later acquired by Activision in 2006. Together, they established the groundwork for a surprising massively profitable franchise that had a remarkable influence on numerous musicians included, showcasing decades-old groups to millions of gaming enthusiasts.

Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the songs – even though initial releases primarily featured rerecorded tracks.

“We rerecorded every song since the dollar figure was so high,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game took off, album purchases and radio play increased, everyone wanted to be in.”

He continues: “Among the amazing things was how many parents got in touch and thanked us for exposing their kids to the music they loved. It became a multigenerational phenomenon.”

Classic Rock Gains a New Audience

Northern Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series revived classic rock to the forefront: “The game offered a bigger, new demographic. Typically this had been considered outdated material, however when it was included in the game young people were finding it, abruptly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”

In 2008, the band's first record remained not available stateside, meaning Guitar Hero served as a primary platform of discovery for the band during their US tour opening for the rock giants. “Their crew were playing the song on the tour bus, and several recognized us from Guitar Hero,” he notes.

Major Band Titles and Lasting Impact

Rock’s biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on each band’s catalogue and related stories, visuals and legendary status. For example, the Aerosmith edition, reportedly to have made the group greater revenue than any of their studio albums. It moved well over half a million units upon release, and sales of their songs saw an increase significantly during an era when the music business was already collapsing.

The series continues to inspire nimble-fingered dedication within the community. Recently, a streamer completed an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. The song is difficult even in the hardest setting, let alone played at double speed and without missing a single one of the thousands of cues. The streamer claimed requiring months of practice to accomplish.

“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you should pick up actual weapons and enlist,” says DragonForce guitarist the artist.

The band had already wrapped up a profitable run when their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label informing us that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it threatened to overshadow all other accomplishments. Recently, the song was used in promotional material for a major film. “Previously I felt differently, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.

Enduring Impact of a Plastic Guitar

The best promotion, whether it’s for automobiles, apparel or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. Since the beginning, the creators believed humans have a natural human desire to make music, and their goal was to use technology to allow people to participate”.

Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments died down, except for a brief comeback in 2015.

Games such as the fan project and newer releases have kept the community alive, and there’s set to be something from the original publisher on the way. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?

“Our team believed such titles could be like Madden where you can releases,” he remarks. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”

About the author

Adrienne George

A UK-based writer and digital nomad passionate about exploring local cultures and sharing transformative life experiences through engaging storytelling.

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