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The Iconic Game Turns 20 – The Plastic Guitar That Connected the Gap Among Rock Fans

It has been 20 years since the legendary game first launched in North America, giving everyday gamers the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who's nailed the epic four-minute instrumental break before a packed crowd of friends.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to the music. Each riff corresponded to particular chords, producing the feel of an authentic performance.

Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they established the foundations for a surprising billion-dollar franchise that had a remarkable influence on numerous of the artists featured, introducing classic bands to millions of younger players.

A former executive, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.

“We reproduced all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to participate.”

He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It became an intergenerational phenomenon.”

Timeless Music Gains a New Audience

Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series revived classic rock back into vogue: “Guitar Hero offered a larger, younger audience. Typically such music was seen as outdated material, however when it was included in the game and teenagers discovered it, suddenly it was cool. That legitimised the genre, and got rid of the outdated tag. It provided our catalog renewed popularity.”

In 2008, the Answer’s debut album was still unreleased in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour supporting the rock giants. “Their crew were playing the song during travel, and several recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Impact

Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their studio albums. It sold well over half a million copies in its first week, and sales of Aerosmith’s music rose significantly during an era when the music business faced decline.

The series continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay but an array of personalization features. The song is difficult enough on the hardest setting, not to mention performed at double speed and without missing every one of the thousands of cues. The streamer stated requiring nine months to accomplish.

“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use actual weapons and enlist,” says DragonForce guitarist Herman Li.

DragonForce had already completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors calling to tell me that our selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Last year, the song featured in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role of people’s lives”.

The Lasting Impact of a Iconic Controller

Top-tier promotion, be it for cars, apparel or games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and their goal was to use technology to allow people to do it”.

Most installments were released in just a half-decade between 2005 and 2010, including spin-offs like DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.

Games like Clone Hero and Fortnite Festival have maintained the scene alive, with set to be a new product from the original publisher in development. A new studio has begun work on their first rhythm-based title. Original co-founders are participating in advisory roles. Is the world prepared to welcome another game following the classic?

“Our team believed those games might become like Madden allowing annual update every year,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”

Written by

Anthony Welch

A seasoned gambling analyst with over a decade of experience in reviewing online casinos and providing strategic gaming advice.

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