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

Marking 20 years since the legendary game hit the market in North America, offering everyday gamers the means to become a rock star. Figuratively speaking, but try telling that anyone who's nailed Free Bird’s lengthy guitar solo before a packed crowd of friends.

Developed by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the display in time with a song. Every sequence mimicked specific notes, producing the sensation of an authentic live show.

Harmonix had already experimented with rhythm games prior to teaming up with RedOctane, later acquired by the gaming giant in 2006. Together, they laid the groundwork for a surprising billion-dollar series that had a significant influence for many of the artists included, showcasing decades-old bands to a new generation of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.

“We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game became a hit, and record sales and radio play were going up, everyone wanted to be in.”

He adds: “One of the amazing things was how many parents got in touch expressing gratitude for introducing their kids to the songs they adored. It evolved into an intergenerational thing.”

Classic Rock Finds Younger Fans

Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series brought older hits to the forefront: “Guitar Hero offered a larger, younger audience. Typically such music was considered outdated material, however when it was included in the title young people were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated label. It gave all our music renewed popularity.”

At that time, the Answer’s first record remained unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the group during their a North American tour opening for AC/DC. “Their crew had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.

Major Band Titles Enduring Impact

Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, reportedly earned the band greater revenue compared to their studio albums. It moved well over 500,000 units in its first week, and sales of Aerosmith’s music rose significantly at a time 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 of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. The song is difficult even in the hardest setting, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. They claimed it took months of practice of practice.

“The game offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” notes musician the artist.

DragonForce previously completed a successful tour before their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label calling to tell me that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing 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. Last year, the track was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – each person has their own musical journey and I’m glad we played a role of people’s lives”.

The Lasting Impact from the Iconic Controller

Top-tier promotion, be it for cars, apparel or video games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the creators felt that humans have a natural human desire to make music, and their goal was to use technology to enable everyone to do it”.

The majority installments were released over a mere half-decade between 2005 and 2010, including spin-offs like DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.

Titles such as Clone Hero and Fortnite Festival have kept the scene active, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace a new entry following the classic?

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

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About the author

Steven Hartman

An avid bingo enthusiast and community organizer with a passion for bringing people together through fun events.

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