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Guitar Hero Celebrates 20 Years – The Plastic Guitar That United the Gap Between Rock Generations

It has been 20 years since Guitar Hero debuted in North America, offering everyday gamers the means to feel like a rock star. Not literally, though you'd be hard-pressed telling that anyone who has nailed the epic lengthy guitar solo in front of a packed crowd of friends.

Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Each riff mimicked particular chords, producing the sensation of an authentic live show.

The studio had already experimented in the music genre prior to teaming up with RedOctane, which was acquired by Activision in 2006. Collaboratively, they laid the groundwork for a surprising billion-dollar series that had a significant influence on numerous musicians included, introducing classic bands to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – despite the fact initial releases mostly used cover versions.

“We rerecorded every song because the cost was so high,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once the game took off, and record sales airtime increased, all artists desired to participate.”

He adds: “One of the amazing things was the number of parents reached out and thanked us for exposing their children to the music they adored. It evolved into a multigenerational thing.”

Timeless Music Finds Younger Fans

Northern Irish group one featured act included Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls the way the game revived classic rock back into vogue: “Guitar Hero offered a larger, younger audience. Generally such music was seen as outdated material, but then when it was featured on the title young people discovered it, suddenly it became trendy. This validated the genre, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”

At that time, the Answer’s debut album remained not available in the US, meaning the game was a key medium for exposure for the band during their a North American tour supporting the rock giants. “Their crew were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.

Major Band Spin-offs and Lasting Influence

Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band greater revenue compared to their studio albums. It moved well over half a million units upon release, and sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry was already collapsing.

The series still motivates quick-handed dedication among its fans. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is difficult enough on expert mode, not to mention played at increased tempo while hitting a single one of the thousands of cues. The streamer stated it took nine months of practice.

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

The band previously wrapped up a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”

Indeed, the band's visibility from Guitar Hero was so immense that it threatened to overshadow everything else accomplishments. Recently, the song featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Impact from the Iconic Controller

Top-tier promotion, be it for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “The excitement of being a music icon on the stage. From day one, the creators felt that there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to participate”.

The majority installments were released over a mere five-year period from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.

Titles such as the fan project and newer releases have maintained the community active, and there’s set to be a new product from the original publisher on the way. Recently formed developers has entered work on its debut music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?

“Our team believed such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”

About the author

Bradley Mathews

Elena Voss is a tech historian and Hypercard expert who has been documenting retro computing for over a decade.

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