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Guitar Hero at 20 – The Plastic Guitar That Connected the Gap Between Rock Fans

Marking 20 years since Guitar Hero hit the market across the Atlantic, offering players everywhere the opportunity to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s lengthy instrumental break before a packed crowd of friends.

Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the display synchronized to the music. Each riff mimicked particular chords, producing the sensation of an authentic live show.

The studio had already experimented in the music genre before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising billion-dollar franchise that had a remarkable influence on numerous of the artists featured, showcasing classic groups to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the recordings – even though initial releases mostly used rerecorded tracks.

“We rerecorded every song since the cost prohibitive,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure bands like legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. However, when the game took off, and record sales and radio play increased, everyone wanted to be in.”

He adds: “One of the amazing things was how many parents got in touch and thanked us for exposing their children to the songs they adored. It evolved into an intergenerational phenomenon.”

Timeless Music Gains a New Audience

Northern Irish blues-rock band the Answer had their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers the way the game brought classic rock to the forefront: “The game provided a bigger, new demographic. Generally such music was considered music that was past it, but then once it got included in the title and teenagers discovered it, abruptly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”

At that time, the band's debut album remained not available stateside, so Guitar Hero served as a primary platform for exposure for the group as they went on US tour supporting the rock giants. “Their crew were playing the song during travel, and some of them knew us thanks to the game,” he notes.

Major Band Spin-offs Enduring Impact

Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money than any of their studio albums. It moved more than 500,000 copies in its first week, while sales of their songs rose of up to 40% at a time as the industry was already collapsing.

Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, a streamer achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. The song is difficult even in expert mode, not to mention played at increased tempo and without missing every one of its near 4,000 notes. They claimed it took nine months of practice.

“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you ought to use a real gun and enlist,” says musician Herman Li.

The band previously wrapped up a profitable run before Through the Fire and Flames was featured in the third game, but Li says it made them widely recognized. “I recall the record label calling to tell me that our selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game was so immense that it threatened to eclipsing all other accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.

Enduring Impact of a Plastic Guitar

The best promotion, be it for cars, apparel or games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the co-founders believed humans have a natural urge to make music, and they wanted to leverage innovation to allow people to do it”.

Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including derivative titles like DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.

Titles such as Clone Hero and newer releases have kept the community active, and there’s set to be something from the original publisher in development. Recently formed developers has begun production on its debut music game. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?

“Our team believed those games might become similar to sports games allowing annual update every year,” he remarks. “There’s so much new music that it could be evergreen, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”

The writer

Shawn Mejia

A tech enthusiast and digital strategist with over a decade of experience in driving innovation and growth for businesses worldwide.

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