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Guitar Hero at 20 – The Plastic Guitar That Bridged the Gap Among Music Generations

Marking two decades since the legendary game hit the market across the Atlantic, offering players everywhere the opportunity to become rock legends. Not literally, but try telling that someone who's mastered Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.

Created by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the display synchronized to the music. Every sequence corresponded to particular chords, creating the feel of a genuine live show.

Harmonix had already experimented with rhythm games before partnering with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising billion-dollar series which made a remarkable influence on numerous musicians featured, showcasing decades-old groups to a new generation of younger players.

A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the songs – even though the first two games primarily featured cover versions.

“We rerecorded every song since the cost prohibitive,” he says. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales and radio play increased, all artists desired to be in.”

He adds: “One of the amazing things was the number of parents reached out and thanked us for introducing their kids to the music they loved. It became an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers how the series brought classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Typically this had been considered music that was past it, however when it was included in the game young people were finding it, abruptly it became trendy. This validated it, eliminating the ‘dad rock’ label. It gave all our music a new life.”

In 2008, the band's first record remained not available stateside, so Guitar Hero served as a primary platform of discovery for the group during their US tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles and Lasting Impact

Rock’s biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their records. It moved more than half a million copies in its first week, and demand for Aerosmith’s music rose significantly during an era as the industry was already collapsing.

The series still motivates nimble-fingered dedication among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. This track is challenging enough on the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They claimed requiring nine months of practice.

“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you ought to use actual weapons and go to war,” says musician Herman Li.

The band previously completed a successful tour when their hit appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label informing us that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

In fact, the band's visibility from Guitar Hero was so immense that it has threatened to eclipsing everything else accomplishments. Last year, the track featured in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.

The Lasting Legacy from the Iconic Controller

The best marketing, be it for automobiles, apparel or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were trying to create,” he confirms. “The excitement of being a rock star on the stage. From day one, the co-founders believed humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.

The majority installments were released over a mere half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival in 2015.

Titles such as the fan project and Fortnite Festival have kept the community alive, and there’s set to be something from the founders on the way. Recently formed developers has entered production on their first rhythm-based title. Original co-founders 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 like Madden where you can releases,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain optimistic. It's entirely possible for it to persist with new generations.”

The writer

Joseph Harris

A film critic and entertainment journalist with over a decade of experience covering Hollywood and indie cinema.

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