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

Marking two decades since Guitar Hero first launched across the Atlantic, giving players everywhere the tools to become a rock star. Not in reality, though you'd be hard-pressed telling that someone who has nailed Free Bird’s lengthy guitar solo before a packed living-room audience.

Created by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Every sequence corresponded to specific notes, producing the feel of a genuine performance.

Harmonix had already tried its hand in the music genre before partnering with RedOctane, later purchased by Activision in 2006. Together, they established the foundations for a surprising massively profitable series which made a significant impact for many musicians featured, introducing decades-old bands to millions of gaming enthusiasts.

A former executive, former COO of Harmonix, remembers the early budgetary hurdles of licensing the songs – even though the first two games mostly used cover versions.

“We rerecorded all the music because the dollar figure was so high,” he says. “Even with the publishing rights alone, it was extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once the game took off, album purchases and radio play increased, all artists desired to participate.”

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

Classic Rock Gains a New Audience

Irish blues-rock band the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Typically such music was seen as outdated material, but then when it was featured on the title and teenagers discovered it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”

In 2008, the band's first record remained unreleased in the US, so the game was a key medium of discovery for the group as they went on US tour opening for AC/DC. “The roadies had on Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the band more money compared to their studio albums. It moved well over 500,000 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 fanaticism among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is difficult even in the hardest setting, let alone played at increased tempo while hitting a single one of the thousands of cues. The streamer stated requiring months of practice of practice.

“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” says DragonForce guitarist Herman Li.

The band had already wrapped up a successful tour when their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label informing us that our selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow everything else the band has done. Last year, the track was used in a trailer for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “Should you just hear a single track, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.

Enduring Impact of a Iconic Controller

Top-tier marketing, whether it’s for automobiles, clothes or video games, goes further than selling something – it evokes a longing. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to do it”.

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

Titles such as Clone Hero and newer releases have kept the scene alive, with expectations of something from the founders on the way. Recently formed developers has entered production on their first music game. The initial creators are participating as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?

“We thought such titles could be like Madden where you can update every year,” he remarks. “There’s so much new music that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”

Written by

Shannon Logan

Eleanor Winthrop is a British lifestyle writer with over a decade of experience covering UK culture, travel, and design trends.

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