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Guitar Hero at 20 – The Plastic Guitar That United Generations Between Music Generations

Marking two decades since Guitar Hero hit the market in North America, offering everyday gamers the opportunity to become a rock star. Not literally, but try telling that anyone who has mastered the epic lengthy instrumental break before a packed crowd of friends.

Developed by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to a song. Every sequence mimicked particular chords, producing the sensation of an authentic live show.

Harmonix had already tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising billion-dollar franchise that had a remarkable impact for many of the artists included, showcasing classic groups to a new generation of younger players.

A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the songs – even though initial releases mostly used rerecorded tracks.

“We rerecorded all the music because the dollar figure prohibitive,” he explains. “Even with the necessary permissions by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when Guitar Hero became a hit, and record sales airtime increased, everyone wanted to participate.”

He continues: “One of the remarkable aspects was how many parents reached out expressing gratitude for exposing their children to the music they loved. It became an intergenerational phenomenon.”

Classic Rock Finds Younger Fans

Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers the way the game brought classic rock to the forefront: “The game offered a larger, new demographic. Generally this had been considered music that was past it, but then when it was featured on the game young people discovered it, suddenly it was cool. This validated the genre, eliminating the outdated label. It provided our catalog a new life.”

At that time, the band's first record remained not available in the US, meaning the game was a key medium of discovery for the group as they went on US tour supporting AC/DC. “Their crew 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 biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group greater revenue compared to their studio albums. It moved more than 500,000 copies upon release, while sales of their songs saw an increase of up to 40% during an era as the industry faced decline.

Guitar Hero still motivates quick-handed fanaticism within the community. Recently, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. This track is challenging even in expert mode, let alone performed at increased tempo and without missing a single one of the thousands of cues. The streamer stated it took months of practice of practice.

“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you should use a real gun and go to war,” notes musician the artist.

The band had already completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors calling to tell me that we were selling albums like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it risked overshadow everything else the band has done. Recently, the song was used in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.

Enduring Legacy of a Iconic Controller

Top-tier promotion, be it for cars, clothes or video games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the creators believed humans have a natural urge to create songs, and they wanted to leverage innovation to enable everyone to participate”.

The majority installments came out over a mere half-decade from 2005 to 2010, featuring spin-offs like the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals waned, except for a brief comeback in 2015.

Games like the fan project and newer releases have maintained the scene active, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has entered work on their first rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?

“Our team believed those games could be similar to sports games where you can update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain optimistic. There’s no reason for it to continue for future fans.”

By

Jason Mcintyre

Elara Vance is a digital content strategist specializing in AI-driven video production and multimedia storytelling.

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