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Guitar Hero Turns 20 – The Plastic Guitar That United Generations Between Rock Generations

Marking 20 years since the legendary game first launched in North America, providing everyday gamers the means to feel like rock legends. Not in reality, but try telling that someone who has mastered Free Bird’s lengthy guitar solo before a packed crowd of friends.

Created by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with the music. Every sequence corresponded to specific notes, creating the feel of an authentic live show.

Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely massively profitable franchise which made a remarkable impact for many musicians featured, showcasing classic bands to millions of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the recordings – even though the first two games mostly used rerecorded tracks.

“We rerecorded every song since the dollar figure was so high,” he explains. “Despite having the publishing rights alone, it was nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game became a hit, album purchases and radio play were going up, all artists desired to participate.”

He continues: “One of the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the music they adored. It became an intergenerational phenomenon.”

Timeless Music Finds Younger Fans

Northern Irish blues-rock band the Answer had their track in the 2008 release the popular installment. Lead musician the artist remembers how the series revived classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Generally this had been seen as outdated material, but then once it got featured on the title young people discovered it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”

In 2008, the Answer’s debut album was still unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the band during their a North American tour supporting the rock giants. “Their crew had on Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles and Lasting Impact

Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and related stories, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the band greater revenue compared to their records. It sold well over half a million copies in its first week, while sales of Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.

The series still motivates nimble-fingered fanaticism among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult even in expert mode, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated requiring months of practice to accomplish.

“The game offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you should use actual weapons and enlist,” notes musician the artist.

The band had already completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I remember our distributors informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”

Indeed, the band's visibility from Guitar Hero proved so vast that it risked overshadow everything else the band has done. Last year, the track featured in promotional material for a major film. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.

Enduring Legacy from the Iconic Controller

Top-tier marketing, whether it’s for cars, clothes or video games, extends beyond than selling something – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to do it”.

Most of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a brief comeback in 2015.

Games like the fan project and Fortnite Festival have maintained the scene active, with expectations of a new product from the original publisher in development. A new studio has begun production on its debut music game. The initial creators are participating in advisory roles. Are gamers 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. “With abundant new music it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”

The writer

Evan Burton

Elara is a passionate storyteller and writing coach, sharing her experiences to inspire others in their creative pursuits.

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