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Guitar Hero Celebrates 20 Years – The Plastic Guitar That Connected the Gap Among Rock Fans

Marking 20 years after Guitar Hero first launched in North America, giving players everywhere the means to feel like a rock star. Figuratively speaking, but try convincing anyone who has nailed Free Bird’s four-minute guitar solo before a packed crowd of friends.

Developed by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues moving along the display in time with the music. Each riff corresponded to specific notes, producing the sensation of a genuine live show.

Harmonix previously tried its hand with rhythm games before partnering with the publisher, which was acquired by the gaming giant in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar series that had a remarkable influence on numerous musicians featured, introducing decades-old groups to millions of gaming enthusiasts.

A former executive, former COO from the developer, recalls the early financial challenges in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.

“We reproduced all the music since the cost was so high,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and our team was fairly certain it would fail. But once the game took off, album purchases and radio play increased, everyone wanted to be in.”

He continues: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their children to the music they loved. It became a multigenerational thing.”

Classic Rock Gains a New Audience

Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game brought classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Generally such music was considered outdated material, however once it got included in the game and teenagers were finding it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”

At that time, the Answer’s debut album remained unreleased stateside, so Guitar Hero served as a primary platform for exposure for the band during their a North American tour supporting AC/DC. “The roadies were playing Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Influence

Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and related stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their records. It sold more than half a million copies in its first week, while sales of their songs rose significantly during an era when the music business was already collapsing.

Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with similar gameplay and extensive personalization features. This track is challenging enough on the hardest setting, not to mention performed at double speed while hitting a single one of the thousands of cues. The streamer claimed it took months of practice of practice.

“Guitar Hero offers a, fantasy thing. Just as with other games, it doesn't imply you ought to use actual weapons and enlist,” says DragonForce guitarist Herman Li.

The band previously completed a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label informing us that our records were moving rapidly,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow all other the band has done. Recently, the song featured in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part in fans' experiences”.

The Lasting Legacy of a Iconic Controller

Top-tier promotion, be it for automobiles, clothes or video games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the co-founders felt that humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to participate”.

The majority installments were released in just a half-decade between 2005 and 2010, featuring spin-offs like the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival several years later.

Games such as Clone Hero and newer releases have kept the community active, and there’s expectations of something from the original publisher on the way. A new studio has begun production on their first music game. The initial creators are both involved as special advisers. Is the world prepared to welcome another game in the spirit of the classic?

“Our team believed such titles might become like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”

Written by

Ryan Diaz

Elara Vance is a science communicator and amateur astronomer with a passion for demystifying the cosmos through engaging storytelling.

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