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Guitar Hero Celebrates 20 Years – The Plastic Guitar That Connected Generations Among Rock Fans

Marking 20 years since the legendary game hit the market across the Atlantic, offering everyday gamers the opportunity to become a rock star. Not literally, though you'd be hard-pressed telling that someone who has mastered the epic lengthy guitar solo in front of a packed living-room audience.

Developed by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes moving along the display in time with the music. Every sequence mimicked specific notes, producing the feel of an authentic performance.

Harmonix previously experimented with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely billion-dollar franchise which made a significant impact for many of the artists included, showcasing decades-old groups to a new generation of younger players.

A former executive, former COO of Harmonix, recalls the initial financial challenges of licensing the songs – even though the first two games mostly used rerecorded tracks.

“We reproduced every song since the dollar figure was so high,” he says. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. But once Guitar Hero became a hit, album purchases and radio play increased, all artists desired to be in.”

He continues: “One of the amazing things was how many parents reached out expressing gratitude for introducing their children to the songs they adored. It evolved into a multigenerational thing.”

Classic Rock Gains a New Audience

Irish blues-rock band one featured act had Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers the way the game revived classic rock back into vogue: “The game provided a bigger, new demographic. Typically such music was seen as outdated material, however once it got featured on the game young people were finding it, suddenly it became trendy. That legitimised it, and got rid of the outdated label. It provided all our music renewed popularity.”

In 2008, the band's first record remained not available stateside, meaning the game served as a primary platform of discovery for the group during their a North American tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs Enduring Impact

Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group more money than any of their records. It moved well over half a million copies in its first week, and sales of their songs rose significantly during an era as the industry was already collapsing.

The series still motivates nimble-fingered fanaticism within the community. Recently, a streamer achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics but an array of personalization features. The song is difficult enough on the hardest setting, let alone performed at double speed and without missing a single one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.

“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you ought to use a real gun and enlist,” notes DragonForce guitarist the artist.

The band had already wrapped up a profitable run when Through the Fire and Flames was featured in the third game, but Li says it made them widely recognized. “I remember the record label calling to tell me that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow all other the band has done. Last year, the track featured in a trailer for a major film. “Previously I felt differently, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.

Enduring Impact from the Iconic Controller

The best marketing, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “Precisely 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 humans have a natural urge to make music, and their goal was to use technology to allow people to do it”.

Most installments came out over a mere five-year period between 2005 and 2010, including spin-offs like the DJ version, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, aside from a short-lived revival in 2015.

Titles such as the fan project and newer releases have maintained the community active, with expectations of a new product from the original publisher on the way. 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 following Guitar Hero?

“Our team believed such titles might become like Madden where you can releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”

By

Kim Russo

A passionate interior designer and DIY enthusiast with over a decade of experience transforming homes across the UK.

CornerBright UK

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