Guitar Hero Turns 20 – The Plastic Guitar That United Generations Among Music Generations

Marking 20 years after the legendary game first launched in North America, providing everyday gamers the opportunity to feel like rock legends. Figuratively speaking, but try convincing someone who has mastered Free Bird’s lengthy instrumental break before a packed crowd of friends.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the display synchronized to a song. Every sequence corresponded to specific notes, producing the sensation of an authentic live show.

The studio had already tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by Activision in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable series that had a significant influence on numerous musicians featured, showcasing classic groups to millions of gaming enthusiasts.

A former executive, former COO of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured cover versions.

“We reproduced all the music because the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game took off, album purchases and radio play were going up, everyone wanted to participate.”

He adds: “One of the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their kids to the music they adored. It became an intergenerational phenomenon.”

Timeless Music Finds a New Audience

Northern Irish group one featured act included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers the way the game revived older hits to the forefront: “The game provided a larger, younger audience. Typically this had been seen as music that was past it, but then once it got featured on the game and teenagers discovered it, abruptly it was cool. This validated the genre, eliminating the outdated label. It provided all our music renewed popularity.”

At that time, the band's first record was still unreleased 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 during travel, and some of them knew us from Guitar Hero,” he notes.

Major Band Titles Enduring Impact

Music's biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their studio albums. It sold more than 500,000 units in its first week, and demand for Aerosmith’s music saw an increase significantly at a time when the music business faced decline.

The series continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of personalization features. This track is difficult enough on the hardest setting, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. They claimed it took months of practice to accomplish.

“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” notes musician Herman Li.

The band previously completed a successful tour when their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall our distributors informing us that our records were moving like crazy,” he shares. “It exploded 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 eclipsing all other the band has done. Last year, the track featured in promotional material for a major film. “Previously I thought differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.

Enduring Impact of a Iconic Controller

Top-tier marketing, be it for cars, clothes or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to participate”.

Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.

Titles such as Clone Hero and Fortnite Festival have maintained the community alive, with set to be something from the founders on the way. A new studio has begun work 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 like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to persist for future fans.”

Robert Foley Jr.
Robert Foley Jr.

A passionate gamer and writer who explores the intersection of technology and interactive entertainment.