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Guitar Hero Turns 20 – The Plastic Guitar That Bridged Generations Between Rock Generations

It has been 20 years after the legendary game first launched in North America, providing players everywhere the means to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who has mastered the epic lengthy instrumental break before an enthusiastic living-room audience.

Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the display in time with a song. Every sequence mimicked specific notes, producing the feel of a genuine performance.

Harmonix had already tried its hand in the music genre prior to teaming up with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar franchise that had a significant influence for many musicians included, showcasing decades-old bands to a new generation of younger players.

A former executive, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the songs – even though initial releases mostly used cover versions.

“We rerecorded all the music because the cost was so high,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game became a hit, and record sales and radio play increased, all artists desired to participate.”

He adds: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their kids to the music they adored. It became a multigenerational thing.”

Timeless Music Finds Younger Fans

Northern Irish group the Answer had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Typically this had been considered music that was past it, however once it got featured on the game and teenagers discovered it, abruptly it was cool. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided all our music renewed popularity.”

At that time, the Answer’s first record was still unreleased stateside, meaning Guitar Hero was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs Enduring Impact

Rock’s heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their records. It moved well over half a million units upon release, while demand for their songs rose of up to 40% at a time when the music business was already collapsing.

The series continues to inspire nimble-fingered dedication among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. The song is challenging even in the hardest setting, not to mention performed at double speed while hitting every one of the thousands of cues. They stated requiring nine months to accomplish.

“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to pick up a real gun and enlist,” says DragonForce guitarist the artist.

DragonForce had already wrapped up a profitable run before their hit appeared in the third game, yet he explains it turned them into a household name. “I recall the record label informing us that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it risked overshadow all other accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, that's fine – each person has a unique path in music and I’m glad we played a role of people’s lives”.

Enduring Impact of a Iconic Controller

Top-tier marketing, be it for cars, clothes or games, extends beyond than selling something – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the creators believed there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to do it”.

The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.

Titles like the fan project and Fortnite Festival have kept the scene active, and there’s set to be a new product from the founders in development. Recently formed developers has begun work on their first rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry following the classic?

“We thought those games might become like Madden where you can update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue for future fans.”

The writer

Veronica Kim

A seasoned food critic and mixology enthusiast, Elara explores global culinary trends and shares insights on luxury dining experiences.

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