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The Iconic Game at 20 – The Plastic Guitar That Bridged the Gap Between Rock Generations

It has been two decades since Guitar Hero debuted across the Atlantic, offering players everywhere the means to become rock legends. Not literally, but try telling that someone who's mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.

Developed by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues moving along the screen in time with a song. Each riff corresponded to particular chords, producing the sensation of a genuine performance.

Harmonix had already tried its hand with rhythm games before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable franchise that had a significant impact on numerous musicians included, introducing classic groups to millions of younger players.

A former executive, ex-chief operating officer from the developer, remembers the initial financial challenges in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.

“We rerecorded all the music because the dollar figure was so high,” he says. “Despite having the publishing rights by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero took off, album purchases airtime increased, everyone wanted to participate.”

He adds: “Among the amazing things was how many parents got in touch expressing gratitude for introducing their kids to the songs they loved. It evolved into an intergenerational thing.”

Classic Rock Finds Younger Fans

Northern Irish group one featured act had their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series brought classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Typically such music was seen as outdated material, however once it got featured on the title and teenagers were finding it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”

In 2008, the band's first record was still unreleased stateside, meaning Guitar Hero was a key medium of discovery for the band during their US tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and several knew us from Guitar Hero,” he notes.

Major Band Titles Enduring Impact

Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their studio albums. It sold well over 500,000 copies upon release, while sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.

The series still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – 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 performed at double speed and without missing every one of the thousands of cues. They claimed it took nine months of practice.

“The game is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to use actual weapons and go to war,” notes musician the artist.

DragonForce had already wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that our selling albums rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game proved so vast that it risked eclipsing all other the band has done. Recently, the song was used in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – everyone’s got their own musical journey and I’m glad we played a role of people’s lives”.

Enduring Legacy from the Plastic Guitar

Top-tier promotion, whether it’s for automobiles, clothes or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and their goal was to use technology to enable everyone to do it”.

The majority of Guitar Hero games came out in just a half-decade between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.

Games such as Clone Hero and Fortnite Festival have maintained the scene active, and there’s expectations of something from the founders in development. Recently formed developers has entered work on their first music game. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?

“Our team believed such titles could be like Madden where you can releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”

JW
The writer

Jason Williamson

A passionate gaming journalist with over a decade of experience covering console and PC gaming trends.

GameCoreSpot UK

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