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Guitar Hero at 20 – The Plastic Guitar That Connected the Gap Between Music Generations

It has been two decades after Guitar Hero debuted across the Atlantic, providing players everywhere the means to become rock legends. Not literally, though you'd be hard-pressed telling that anyone who has nailed the epic four-minute guitar solo before a packed living-room audience.

Created by the developers, the game gave players a plastic guitar peripheral to match on-screen cues moving along the display in time with the music. Every sequence corresponded to particular chords, producing the sensation of an authentic live show.

Harmonix previously experimented with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising billion-dollar series that had a remarkable impact for many musicians featured, showcasing decades-old bands to millions of younger players.

A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.

“We rerecorded all the music because the cost prohibitive,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once Guitar Hero took off, and record sales and radio play were going up, 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 songs they loved. It became an intergenerational phenomenon.”

Timeless Music Finds a New Audience

Irish blues-rock band one featured act included Never Too Late on the 2008 game the popular installment. Guitarist the artist recalls how the series revived older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Generally such music was considered music that was past it, but then once it got featured on the game and teenagers discovered it, abruptly it became trendy. This validated it, eliminating the outdated tag. It provided our catalog a new life.”

At that time, the band's debut album was still not available stateside, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour opening for AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles Enduring Influence

Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles centered around each band’s catalogue and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money compared to their records. It moved more than 500,000 copies upon release, and demand for Aerosmith’s music rose of up to 40% during an era when the music business faced decline.

The series continues to inspire quick-handed dedication within the community. Earlier this year, an online personality achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is challenging enough on the hardest setting, let alone played at increased tempo while hitting every one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.

“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you should pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.

DragonForce previously wrapped up a successful tour before their hit was featured on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label informing us that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of top acts at the event.”

Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else the band has done. Recently, the song featured in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just hear a single track, that's fine – each person has their own musical journey and I'm pleased we played a role of people’s lives”.

The Lasting Legacy from the Plastic Guitar

Top-tier promotion, be it for cars, apparel or video games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to create songs, and they wanted to use technology to allow people to participate”.

Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, including spin-offs like the DJ version, including a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival several years later.

Games such as Clone Hero and newer releases have maintained the scene active, with expectations of something from the original publisher in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry following the classic?

“Our team believed such titles could be similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”

HC
About the author

Heather Collins

A cybersecurity specialist with over a decade of experience in threat analysis and digital forensics, passionate about educating users on online safety.

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