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Guitar Hero Celebrates 20 Years – The Plastic Guitar That Connected Generations Among Music Generations

Marking 20 years since Guitar Hero hit the market in North America, offering players everywhere the tools to become a rock star. Not in reality, but try telling that someone who has mastered the epic four-minute guitar solo before an enthusiastic crowd of friends.

Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the display synchronized to the music. Every sequence mimicked specific notes, creating the sensation of an authentic live show.

Harmonix previously experimented in the music genre prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar franchise that had a remarkable impact for many musicians included, introducing decades-old groups to millions of gaming enthusiasts.

A former executive, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the songs – despite the fact the first two games primarily featured cover versions.

“We rerecorded all the music because the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when Guitar Hero took off, album purchases airtime increased, all artists desired 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 kids to the music they loved. It became a multigenerational thing.”

Timeless Music Finds a New Audience

Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought classic rock to the forefront: “The game offered a larger, younger audience. Typically such music was considered music that was past it, but then once it got included in the game and teenagers discovered it, abruptly it was cool. This validated it, and got rid of the outdated label. It provided all our music a new life.”

In 2008, the band's first record was still unreleased stateside, so Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour opening for AC/DC. “The roadies had on the song on the tour bus, and several knew us thanks to the game,” he notes.

Rock’s Heavyweight Titles and Lasting Influence

Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on their music collections and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their studio albums. It sold more than half a million units in its first week, and sales of Aerosmith’s music rose significantly during an era when the music business faced decline.

Guitar Hero continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive personalization features. The song is challenging enough on expert mode, let alone performed at increased tempo while hitting a single one of the thousands of cues. They stated requiring months of practice of practice.

“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use a real gun and go to war,” notes DragonForce guitarist the artist.

The band previously wrapped up a profitable run when their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing all other the band has done. Last year, the track featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has their own path in music and I'm pleased we played a role of people’s lives”.

The Lasting Legacy of a Iconic Controller

Top-tier marketing, whether it’s for automobiles, clothes or games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and they wanted to use technology to allow people to do it”.

The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback several years later.

Games like Clone Hero and Fortnite Festival have kept the community active, and there’s expectations of something from the founders in development. Recently formed developers has entered production on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero?

“We thought those games could be like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”

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Written by

Gregory Hale

Maya Chen is an urban culture enthusiast and freelance writer based in New York, covering street art, music, and lifestyle.

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